summaryrefslogtreecommitdiff
path: root/scene
diff options
context:
space:
mode:
Diffstat (limited to 'scene')
-rw-r--r--scene/2d/ray_cast_2d.cpp7
-rw-r--r--scene/3d/ray_cast_3d.cpp7
-rw-r--r--scene/3d/xr_nodes.cpp8
-rw-r--r--scene/gui/menu_button.cpp3
-rw-r--r--scene/gui/option_button.cpp5
-rw-r--r--scene/gui/panel.cpp23
-rw-r--r--scene/gui/panel.h15
-rw-r--r--scene/gui/popup_menu.cpp95
-rw-r--r--scene/gui/tab_container.cpp2
-rw-r--r--scene/gui/tree.cpp8
-rw-r--r--scene/main/canvas_item.cpp74
-rw-r--r--scene/main/canvas_item.h5
-rw-r--r--scene/main/canvas_layer.cpp33
-rw-r--r--scene/main/canvas_layer.h4
-rw-r--r--scene/main/scene_tree.cpp2
-rw-r--r--scene/multiplayer/scene_cache_interface.cpp249
-rw-r--r--scene/multiplayer/scene_cache_interface.h82
-rw-r--r--scene/multiplayer/scene_replication_interface.cpp16
-rw-r--r--scene/multiplayer/scene_rpc_interface.cpp512
-rw-r--r--scene/multiplayer/scene_rpc_interface.h91
-rw-r--r--scene/register_scene_types.cpp4
-rw-r--r--scene/resources/resource_format_text.cpp10
-rw-r--r--scene/resources/texture.cpp2
-rw-r--r--scene/resources/tile_set.cpp2
-rw-r--r--scene/resources/visual_shader.cpp278
-rw-r--r--scene/resources/visual_shader.h6
-rw-r--r--scene/resources/visual_shader_nodes.cpp118
-rw-r--r--scene/resources/visual_shader_nodes.h2
-rw-r--r--scene/resources/visual_shader_particle_nodes.cpp205
-rw-r--r--scene/resources/visual_shader_particle_nodes.h14
-rw-r--r--scene/resources/visual_shader_sdf_nodes.cpp32
31 files changed, 1487 insertions, 427 deletions
diff --git a/scene/2d/ray_cast_2d.cpp b/scene/2d/ray_cast_2d.cpp
index 9521667854..51b3e676f9 100644
--- a/scene/2d/ray_cast_2d.cpp
+++ b/scene/2d/ray_cast_2d.cpp
@@ -279,6 +279,13 @@ void RayCast2D::remove_exception(const CollisionObject2D *p_node) {
void RayCast2D::clear_exceptions() {
exclude.clear();
+
+ if (exclude_parent_body && is_inside_tree()) {
+ CollisionObject2D *parent = Object::cast_to<CollisionObject2D>(get_parent());
+ if (parent) {
+ exclude.insert(parent->get_rid());
+ }
+ }
}
void RayCast2D::set_collide_with_areas(bool p_enabled) {
diff --git a/scene/3d/ray_cast_3d.cpp b/scene/3d/ray_cast_3d.cpp
index b71c54dcf9..b251aa38ba 100644
--- a/scene/3d/ray_cast_3d.cpp
+++ b/scene/3d/ray_cast_3d.cpp
@@ -259,6 +259,13 @@ void RayCast3D::remove_exception(const CollisionObject3D *p_node) {
void RayCast3D::clear_exceptions() {
exclude.clear();
+
+ if (exclude_parent_body && is_inside_tree()) {
+ CollisionObject3D *parent = Object::cast_to<CollisionObject3D>(get_parent());
+ if (parent) {
+ exclude.insert(parent->get_rid());
+ }
+ }
}
void RayCast3D::set_collide_with_areas(bool p_enabled) {
diff --git a/scene/3d/xr_nodes.cpp b/scene/3d/xr_nodes.cpp
index a054f35d2e..66d1b97056 100644
--- a/scene/3d/xr_nodes.cpp
+++ b/scene/3d/xr_nodes.cpp
@@ -482,22 +482,22 @@ void XRController3D::_unbind_tracker() {
void XRController3D::_button_pressed(const String &p_name) {
// just pass it on...
- emit_signal("button_pressed", p_name);
+ emit_signal(SNAME("button_pressed"), p_name);
}
void XRController3D::_button_released(const String &p_name) {
// just pass it on...
- emit_signal("button_released", p_name);
+ emit_signal(SNAME("button_released"), p_name);
}
void XRController3D::_input_value_changed(const String &p_name, float p_value) {
// just pass it on...
- emit_signal("input_value_changed", p_name, p_value);
+ emit_signal(SNAME("input_value_changed"), p_name, p_value);
}
void XRController3D::_input_axis_changed(const String &p_name, Vector2 p_value) {
// just pass it on...
- emit_signal("input_axis_changed", p_name, p_value);
+ emit_signal(SNAME("input_axis_changed"), p_name, p_value);
}
bool XRController3D::is_button_pressed(const StringName &p_name) const {
diff --git a/scene/gui/menu_button.cpp b/scene/gui/menu_button.cpp
index a985a9d031..94fa5d81d8 100644
--- a/scene/gui/menu_button.cpp
+++ b/scene/gui/menu_button.cpp
@@ -136,6 +136,9 @@ int MenuButton::get_item_count() const {
void MenuButton::_notification(int p_what) {
switch (p_what) {
+ case NOTIFICATION_LAYOUT_DIRECTION_CHANGED: {
+ popup->set_layout_direction((Window::LayoutDirection)get_layout_direction());
+ } break;
case NOTIFICATION_VISIBILITY_CHANGED: {
if (!is_visible_in_tree()) {
popup->hide();
diff --git a/scene/gui/option_button.cpp b/scene/gui/option_button.cpp
index 9984ab240a..31f3b306b7 100644
--- a/scene/gui/option_button.cpp
+++ b/scene/gui/option_button.cpp
@@ -92,7 +92,10 @@ void OptionButton::_notification(int p_what) {
arrow->draw(ci, ofs, clr);
} break;
case NOTIFICATION_TRANSLATION_CHANGED:
- case NOTIFICATION_LAYOUT_DIRECTION_CHANGED:
+ case NOTIFICATION_LAYOUT_DIRECTION_CHANGED: {
+ popup->set_layout_direction((Window::LayoutDirection)get_layout_direction());
+ [[fallthrough]];
+ }
case NOTIFICATION_THEME_CHANGED: {
if (has_theme_icon(SNAME("arrow"))) {
if (is_layout_rtl()) {
diff --git a/scene/gui/panel.cpp b/scene/gui/panel.cpp
index 86858fdc78..c88e4ae2f2 100644
--- a/scene/gui/panel.cpp
+++ b/scene/gui/panel.cpp
@@ -30,35 +30,14 @@
#include "panel.h"
-#include "core/string/print_string.h"
-
void Panel::_notification(int p_what) {
if (p_what == NOTIFICATION_DRAW) {
RID ci = get_canvas_item();
- Ref<StyleBox> style = mode == MODE_BACKGROUND ? get_theme_stylebox(SNAME("panel")) : get_theme_stylebox(SNAME("panel_fg"));
+ Ref<StyleBox> style = get_theme_stylebox(SNAME("panel"));
style->draw(ci, Rect2(Point2(), get_size()));
}
}
-void Panel::set_mode(Mode p_mode) {
- mode = p_mode;
- update();
-}
-
-Panel::Mode Panel::get_mode() const {
- return mode;
-}
-
-void Panel::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_mode", "mode"), &Panel::set_mode);
- ClassDB::bind_method(D_METHOD("get_mode"), &Panel::get_mode);
-
- ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Background,Foreground"), "set_mode", "get_mode");
-
- BIND_ENUM_CONSTANT(MODE_BACKGROUND);
- BIND_ENUM_CONSTANT(MODE_FOREGROUND);
-}
-
Panel::Panel() {
// Has visible stylebox, so stop by default.
set_mouse_filter(MOUSE_FILTER_STOP);
diff --git a/scene/gui/panel.h b/scene/gui/panel.h
index 37f14c250c..5d2e912680 100644
--- a/scene/gui/panel.h
+++ b/scene/gui/panel.h
@@ -36,26 +36,11 @@
class Panel : public Control {
GDCLASS(Panel, Control);
-public:
- enum Mode {
- MODE_BACKGROUND,
- MODE_FOREGROUND,
- };
-
-private:
- Mode mode = MODE_BACKGROUND;
-
protected:
void _notification(int p_what);
- static void _bind_methods();
public:
- void set_mode(Mode p_mode);
- Mode get_mode() const;
-
Panel();
};
-VARIANT_ENUM_CAST(Panel::Mode)
-
#endif // PANEL_H
diff --git a/scene/gui/popup_menu.cpp b/scene/gui/popup_menu.cpp
index 812339dc19..6d43bbdcf3 100644
--- a/scene/gui/popup_menu.cpp
+++ b/scene/gui/popup_menu.cpp
@@ -67,7 +67,7 @@ Size2 PopupMenu::_get_contents_minimum_size() const {
size.width += items[i].h_ofs;
- if (items[i].checkable_type) {
+ if (items[i].checkable_type && !items[i].separator) {
has_check = true;
}
@@ -111,7 +111,7 @@ int PopupMenu::_get_item_height(int p_item) const {
ERR_FAIL_COND_V(p_item < 0, 0);
int icon_height = items[p_item].get_icon_size().height;
- if (items[p_item].checkable_type) {
+ if (items[p_item].checkable_type && !items[p_item].separator) {
icon_height = MAX(icon_height, MAX(get_theme_icon(SNAME("checked"))->get_height(), get_theme_icon(SNAME("radio_checked"))->get_height()));
}
@@ -203,15 +203,17 @@ void PopupMenu::_activate_submenu(int p_over) {
float scroll_offset = control->get_position().y;
- Point2 submenu_pos;
+ submenu_popup->set_as_minsize(); // Shrink the popup size to its contents.
Size2 submenu_size = submenu_popup->get_size();
+
+ Point2 submenu_pos;
if (control->is_layout_rtl()) {
submenu_pos = this_pos + Point2(-submenu_size.width, items[p_over]._ofs_cache + scroll_offset);
} else {
submenu_pos = this_pos + Point2(this_rect.size.width, items[p_over]._ofs_cache + scroll_offset);
}
- // Fix pos if going outside parent rect
+ // Fix pos if going outside parent rect.
if (submenu_pos.x < get_parent_rect().position.x) {
submenu_pos.x = this_pos.x + submenu_size.width;
}
@@ -222,7 +224,6 @@ void PopupMenu::_activate_submenu(int p_over) {
submenu_popup->set_close_on_parent_focus(false);
submenu_popup->set_position(submenu_pos);
- submenu_popup->set_as_minsize(); // Shrink the popup size to its contents.
PopupMenu *submenu_pum = Object::cast_to<PopupMenu>(submenu_popup);
if (!submenu_pum) {
@@ -495,7 +496,7 @@ void PopupMenu::_draw_items() {
bool rtl = control->is_layout_rtl();
Ref<StyleBox> style = get_theme_stylebox(SNAME("panel"));
Ref<StyleBox> hover = get_theme_stylebox(SNAME("hover"));
- // In Item::checkable_type enum order (less the non-checkable member)
+ // In Item::checkable_type enum order (less the non-checkable member).
Ref<Texture2D> check[] = { get_theme_icon(SNAME("checked")), get_theme_icon(SNAME("radio_checked")) };
Ref<Texture2D> uncheck[] = { get_theme_icon(SNAME("unchecked")), get_theme_icon(SNAME("radio_unchecked")) };
Ref<Texture2D> submenu;
@@ -524,6 +525,10 @@ void PopupMenu::_draw_items() {
float icon_ofs = 0.0;
bool has_check = false;
for (int i = 0; i < items.size(); i++) {
+ if (items[i].separator) {
+ continue;
+ }
+
icon_ofs = MAX(items[i].get_icon_size().width, icon_ofs);
if (items[i].checkable_type) {
@@ -567,29 +572,33 @@ void PopupMenu::_draw_items() {
if (items[i].separator) {
int sep_h = separator->get_center_size().height + separator->get_minimum_size().height;
int sep_ofs = Math::floor((h - sep_h) / 2.0);
- if (!text.is_empty()) {
- int text_size = items[i].text_buf->get_size().width;
- int text_center = display_width / 2;
- int text_left = text_center - text_size / 2;
- int text_right = text_center + text_size / 2;
- if (text_left > item_ofs.x) {
- labeled_separator_left->draw(ci, Rect2(item_ofs + Point2(0, sep_ofs), Size2(MAX(0, text_left - item_ofs.x), sep_h)));
+ if (!text.is_empty() || !items[i].icon.is_null()) {
+ int content_size = items[i].text_buf->get_size().width;
+ if (!items[i].icon.is_null()) {
+ content_size += icon_size.width + hseparation;
+ }
+
+ int content_center = display_width / 2;
+ int content_left = content_center - content_size / 2;
+ int content_right = content_center + content_size / 2;
+ if (content_left > item_ofs.x) {
+ labeled_separator_left->draw(ci, Rect2(item_ofs + Point2(0, sep_ofs), Size2(MAX(0, content_left - item_ofs.x), sep_h)));
}
- if (text_right < display_width) {
- labeled_separator_right->draw(ci, Rect2(Point2(text_right, item_ofs.y + sep_ofs), Size2(MAX(0, display_width - text_right), sep_h)));
+ if (content_right < display_width) {
+ labeled_separator_right->draw(ci, Rect2(Point2(content_right, item_ofs.y + sep_ofs), Size2(MAX(0, display_width - content_right), sep_h)));
}
} else {
separator->draw(ci, Rect2(item_ofs + Point2(0, sep_ofs), Size2(display_width, sep_h)));
}
}
- Color icon_color(1, 1, 1, items[i].disabled ? 0.5 : 1);
+ Color icon_color(1, 1, 1, items[i].disabled && !items[i].separator ? 0.5 : 1);
// For non-separator items, add some padding for the content.
item_ofs.x += item_start_padding;
// Checkboxes
- if (items[i].checkable_type) {
+ if (items[i].checkable_type && !items[i].separator) {
Texture2D *icon = (items[i].checked ? check[items[i].checkable_type - 1] : uncheck[items[i].checkable_type - 1]).ptr();
if (rtl) {
icon->draw(ci, Size2(control->get_size().width - item_ofs.x - icon->get_width(), item_ofs.y) + Point2(0, Math::floor((h - icon->get_height()) / 2.0)), icon_color);
@@ -598,16 +607,28 @@ void PopupMenu::_draw_items() {
}
}
+ int separator_ofs = (display_width - items[i].text_buf->get_size().width) / 2;
+
// Icon
if (!items[i].icon.is_null()) {
- if (rtl) {
- items[i].icon->draw(ci, Size2(control->get_size().width - item_ofs.x - check_ofs - icon_size.width, item_ofs.y) + Point2(0, Math::floor((h - icon_size.height) / 2.0)), icon_color);
+ if (items[i].separator) {
+ separator_ofs -= (icon_size.width + hseparation) / 2;
+
+ if (rtl) {
+ items[i].icon->draw(ci, Size2(control->get_size().width - item_ofs.x - separator_ofs - icon_size.width, item_ofs.y) + Point2(0, Math::floor((h - icon_size.height) / 2.0)), icon_color);
+ } else {
+ items[i].icon->draw(ci, item_ofs + Size2(separator_ofs, 0) + Point2(0, Math::floor((h - icon_size.height) / 2.0)), icon_color);
+ }
} else {
- items[i].icon->draw(ci, item_ofs + Size2(check_ofs, 0) + Point2(0, Math::floor((h - icon_size.height) / 2.0)), icon_color);
+ if (rtl) {
+ items[i].icon->draw(ci, Size2(control->get_size().width - item_ofs.x - check_ofs - icon_size.width, item_ofs.y) + Point2(0, Math::floor((h - icon_size.height) / 2.0)), icon_color);
+ } else {
+ items[i].icon->draw(ci, item_ofs + Size2(check_ofs, 0) + Point2(0, Math::floor((h - icon_size.height) / 2.0)), icon_color);
+ }
}
}
- // Submenu arrow on right hand side
+ // Submenu arrow on right hand side.
if (!items[i].submenu.is_empty()) {
if (rtl) {
submenu->draw(ci, Point2(scroll_width + style->get_margin(SIDE_LEFT) + item_end_padding, item_ofs.y + Math::floor(h - submenu->get_height()) / 2), icon_color);
@@ -621,8 +642,11 @@ void PopupMenu::_draw_items() {
int outline_size = get_theme_constant(SNAME("outline_size"));
if (items[i].separator) {
if (!text.is_empty()) {
- int center = (display_width - items[i].text_buf->get_size().width) / 2;
- Vector2 text_pos = Point2(center, item_ofs.y + Math::floor((h - items[i].text_buf->get_size().y) / 2.0));
+ Vector2 text_pos = Point2(separator_ofs, item_ofs.y + Math::floor((h - items[i].text_buf->get_size().y) / 2.0));
+ if (!rtl && !items[i].icon.is_null()) {
+ text_pos.x += icon_size.width + hseparation;
+ }
+
if (outline_size > 0 && font_outline_color.a > 0) {
items[i].text_buf->draw_outline(ci, text_pos, outline_size, font_outline_color);
}
@@ -659,7 +683,7 @@ void PopupMenu::_draw_items() {
items[i].accel_text_buf->draw(ci, text_pos, i == mouse_over ? font_hover_color : font_accelerator_color);
}
- // Cache the item vertical offset from the first item and the height
+ // Cache the item vertical offset from the first item and the height.
items.write[i]._ofs_cache = ofs.y;
items.write[i]._height_cache = h;
@@ -724,13 +748,32 @@ void PopupMenu::_notification(int p_what) {
case NOTIFICATION_ENTER_TREE: {
PopupMenu *pm = Object::cast_to<PopupMenu>(get_parent());
if (pm) {
- // Inherit submenu's popup delay time from parent menu
+ // Inherit submenu's popup delay time from parent menu.
float pm_delay = pm->get_submenu_popup_delay();
set_submenu_popup_delay(pm_delay);
}
} break;
case NOTIFICATION_THEME_CHANGED:
- case Control::NOTIFICATION_LAYOUT_DIRECTION_CHANGED:
+ case Control::NOTIFICATION_LAYOUT_DIRECTION_CHANGED: {
+ // Pass the layout direction to all submenus.
+ for (int i = 0; i < items.size(); i++) {
+ if (items[i].submenu.is_empty()) {
+ continue;
+ }
+
+ Node *n = get_node(items[i].submenu);
+ if (!n) {
+ continue;
+ }
+
+ PopupMenu *pm = Object::cast_to<PopupMenu>(n);
+ if (pm) {
+ pm->set_layout_direction(get_layout_direction());
+ }
+ }
+
+ [[fallthrough]];
+ }
case NOTIFICATION_TRANSLATION_CHANGED: {
for (int i = 0; i < items.size(); i++) {
items.write[i].xl_text = atr(items[i].text);
diff --git a/scene/gui/tab_container.cpp b/scene/gui/tab_container.cpp
index c3fc08731e..818431a6a0 100644
--- a/scene/gui/tab_container.cpp
+++ b/scene/gui/tab_container.cpp
@@ -704,7 +704,7 @@ void TabContainer::add_child_notify(Node *p_child) {
}
_refresh_texts();
- call_deferred("_repaint");
+ call_deferred(SNAME("_repaint"));
update();
bool first = (_get_tabs().size() == 1);
diff --git a/scene/gui/tree.cpp b/scene/gui/tree.cpp
index f499e6da46..9a6c87276f 100644
--- a/scene/gui/tree.cpp
+++ b/scene/gui/tree.cpp
@@ -202,7 +202,7 @@ void TreeItem::propagate_check(int p_column, bool p_emit_signal) {
bool ch = cells[p_column].checked;
if (p_emit_signal) {
- tree->emit_signal("check_propagated_to_item", this, p_column);
+ tree->emit_signal(SNAME("check_propagated_to_item"), this, p_column);
}
_propagate_check_through_children(p_column, ch, p_emit_signal);
_propagate_check_through_parents(p_column, p_emit_signal);
@@ -213,7 +213,7 @@ void TreeItem::_propagate_check_through_children(int p_column, bool p_checked, b
while (current) {
current->set_checked(p_column, p_checked);
if (p_emit_signal) {
- current->tree->emit_signal("check_propagated_to_item", current, p_column);
+ current->tree->emit_signal(SNAME("check_propagated_to_item"), current, p_column);
}
current->_propagate_check_through_children(p_column, p_checked, p_emit_signal);
current = current->get_next();
@@ -252,7 +252,7 @@ void TreeItem::_propagate_check_through_parents(int p_column, bool p_emit_signal
}
if (p_emit_signal) {
- current->tree->emit_signal("check_propagated_to_item", current, p_column);
+ current->tree->emit_signal(SNAME("check_propagated_to_item"), current, p_column);
}
current->_propagate_check_through_parents(p_column, p_emit_signal);
}
@@ -2490,7 +2490,7 @@ int Tree::propagate_mouse_event(const Point2i &p_pos, int x_ofs, int y_ofs, int
/* process selection */
if (p_double_click && (!c.editable || c.mode == TreeItem::CELL_MODE_CUSTOM || c.mode == TreeItem::CELL_MODE_ICON /*|| c.mode==TreeItem::CELL_MODE_CHECK*/)) { //it's confusing for check
-
+ // Emits the "item_activated" signal.
propagate_mouse_activated = true;
incr_search.clear();
diff --git a/scene/main/canvas_item.cpp b/scene/main/canvas_item.cpp
index a0916c6291..b794bbbc57 100644
--- a/scene/main/canvas_item.cpp
+++ b/scene/main/canvas_item.cpp
@@ -56,34 +56,19 @@ Transform2D CanvasItem::_edit_get_transform() const {
#endif
bool CanvasItem::is_visible_in_tree() const {
- if (!is_inside_tree()) {
- return false;
- }
-
- const CanvasItem *p = this;
-
- while (p) {
- if (!p->visible) {
- return false;
- }
- if (p->window && !p->window->is_visible()) {
- return false;
- }
- p = p->get_parent_item();
- }
-
- return true;
+ return visible && visible_in_tree;
}
-void CanvasItem::_propagate_visibility_changed(bool p_visible) {
+void CanvasItem::_propagate_visibility_changed(bool p_visible, bool p_was_visible) {
if (p_visible && first_draw) { //avoid propagating it twice
first_draw = false;
}
+ visible_in_tree = p_visible;
notification(NOTIFICATION_VISIBILITY_CHANGED);
- if (p_visible) {
- update(); //todo optimize
- } else {
+ if (visible && p_visible) {
+ update();
+ } else if (!p_visible && (visible || p_was_visible)) {
emit_signal(SceneStringNames::get_singleton()->hidden);
}
_block();
@@ -111,7 +96,7 @@ void CanvasItem::set_visible(bool p_visible) {
return;
}
- _propagate_visibility_changed(p_visible);
+ _propagate_visibility_changed(p_visible, !p_visible);
}
void CanvasItem::show() {
@@ -139,7 +124,7 @@ void CanvasItem::_update_callback() {
RenderingServer::get_singleton()->canvas_item_clear(get_canvas_item());
//todo updating = true - only allow drawing here
- if (is_visible_in_tree()) { //todo optimize this!!
+ if (is_visible_in_tree()) {
if (first_draw) {
notification(NOTIFICATION_VISIBILITY_CHANGED);
first_draw = false;
@@ -273,32 +258,44 @@ void CanvasItem::_notification(int p_what) {
case NOTIFICATION_ENTER_TREE: {
ERR_FAIL_COND(!is_inside_tree());
first_draw = true;
+
Node *parent = get_parent();
if (parent) {
CanvasItem *ci = Object::cast_to<CanvasItem>(parent);
+
if (ci) {
+ visible_in_tree = ci->is_visible_in_tree();
C = ci->children_items.push_back(this);
- }
- if (!ci) {
- //look for a window
- Viewport *viewport = nullptr;
-
- while (parent) {
- viewport = Object::cast_to<Viewport>(parent);
- if (viewport) {
- break;
+ } else {
+ CanvasLayer *cl = Object::cast_to<CanvasLayer>(parent);
+
+ if (cl) {
+ visible_in_tree = cl->is_visible();
+ } else {
+ // Look for a window.
+ Viewport *viewport = nullptr;
+
+ while (parent) {
+ viewport = Object::cast_to<Viewport>(parent);
+ if (viewport) {
+ break;
+ }
+ parent = parent->get_parent();
}
- parent = parent->get_parent();
- }
- ERR_FAIL_COND(!viewport);
+ ERR_FAIL_COND(!viewport);
- window = Object::cast_to<Window>(viewport);
- if (window) {
- window->connect(SceneStringNames::get_singleton()->visibility_changed, callable_mp(this, &CanvasItem::_window_visibility_changed));
+ window = Object::cast_to<Window>(viewport);
+ if (window) {
+ window->connect(SceneStringNames::get_singleton()->visibility_changed, callable_mp(this, &CanvasItem::_window_visibility_changed));
+ visible_in_tree = window->is_visible();
+ } else {
+ visible_in_tree = true;
+ }
}
}
}
+
_enter_canvas();
_update_texture_filter_changed(false);
@@ -335,6 +332,7 @@ void CanvasItem::_notification(int p_what) {
window->disconnect(SceneStringNames::get_singleton()->visibility_changed, callable_mp(this, &CanvasItem::_window_visibility_changed));
}
global_invalid = true;
+ visible_in_tree = false;
} break;
case NOTIFICATION_DRAW:
case NOTIFICATION_TRANSFORM_CHANGED: {
diff --git a/scene/main/canvas_item.h b/scene/main/canvas_item.h
index 3d49d89746..a368a10ad0 100644
--- a/scene/main/canvas_item.h
+++ b/scene/main/canvas_item.h
@@ -46,6 +46,8 @@ class World2D;
class CanvasItem : public Node {
GDCLASS(CanvasItem, Node);
+ friend class CanvasLayer;
+
public:
enum TextureFilter {
TEXTURE_FILTER_PARENT_NODE,
@@ -85,6 +87,7 @@ private:
Window *window = nullptr;
bool first_draw = false;
bool visible = true;
+ bool visible_in_tree = false;
bool clip_children = false;
bool pending_update = false;
bool top_level = false;
@@ -107,7 +110,7 @@ private:
void _top_level_raise_self();
- void _propagate_visibility_changed(bool p_visible);
+ void _propagate_visibility_changed(bool p_visible, bool p_was_visible = false);
void _update_callback();
diff --git a/scene/main/canvas_layer.cpp b/scene/main/canvas_layer.cpp
index 282ab6b497..3f3e72357b 100644
--- a/scene/main/canvas_layer.cpp
+++ b/scene/main/canvas_layer.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "canvas_layer.h"
+#include "canvas_item.h"
#include "viewport.h"
void CanvasLayer::set_layer(int p_xform) {
@@ -42,6 +43,32 @@ int CanvasLayer::get_layer() const {
return layer;
}
+void CanvasLayer::set_visible(bool p_visible) {
+ if (p_visible == visible) {
+ return;
+ }
+
+ visible = p_visible;
+ emit_signal(SNAME("visibility_changed"));
+
+ for (int i = 0; i < get_child_count(); i++) {
+ CanvasItem *c = Object::cast_to<CanvasItem>(get_child(i));
+ if (c) {
+ RenderingServer::get_singleton()->canvas_item_set_visible(c->get_canvas_item(), p_visible && c->is_visible());
+
+ if (c->is_visible()) {
+ c->_propagate_visibility_changed(p_visible);
+ } else {
+ c->notification(CanvasItem::NOTIFICATION_VISIBILITY_CHANGED);
+ }
+ }
+ }
+}
+
+bool CanvasLayer::is_visible() const {
+ return visible;
+}
+
void CanvasLayer::set_transform(const Transform2D &p_xform) {
transform = p_xform;
locrotscale_dirty = true;
@@ -264,6 +291,9 @@ void CanvasLayer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_layer", "layer"), &CanvasLayer::set_layer);
ClassDB::bind_method(D_METHOD("get_layer"), &CanvasLayer::get_layer);
+ ClassDB::bind_method(D_METHOD("set_visible", "visible"), &CanvasLayer::set_visible);
+ ClassDB::bind_method(D_METHOD("is_visible"), &CanvasLayer::is_visible);
+
ClassDB::bind_method(D_METHOD("set_transform", "transform"), &CanvasLayer::set_transform);
ClassDB::bind_method(D_METHOD("get_transform"), &CanvasLayer::get_transform);
@@ -289,6 +319,7 @@ void CanvasLayer::_bind_methods() {
ADD_GROUP("Layer", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "layer", PROPERTY_HINT_RANGE, "-128,128,1"), "set_layer", "get_layer");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "is_visible");
ADD_GROUP("Transform", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rotation", PROPERTY_HINT_RANGE, "-1080,1080,0.1,or_lesser,or_greater,radians"), "set_rotation", "get_rotation");
@@ -299,6 +330,8 @@ void CanvasLayer::_bind_methods() {
ADD_GROUP("Follow Viewport", "follow_viewport");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_viewport_enable"), "set_follow_viewport", "is_following_viewport");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "follow_viewport_scale", PROPERTY_HINT_RANGE, "0.001,1000,0.001,or_greater,or_lesser"), "set_follow_viewport_scale", "get_follow_viewport_scale");
+
+ ADD_SIGNAL(MethodInfo("visibility_changed"));
}
CanvasLayer::CanvasLayer() {
diff --git a/scene/main/canvas_layer.h b/scene/main/canvas_layer.h
index 93a0152787..b7bd793440 100644
--- a/scene/main/canvas_layer.h
+++ b/scene/main/canvas_layer.h
@@ -52,6 +52,7 @@ class CanvasLayer : public Node {
Viewport *vp = nullptr;
int sort_index = 0;
+ bool visible = true;
bool follow_viewport = false;
float follow_viewport_scale = 1.0;
@@ -69,6 +70,9 @@ public:
void set_layer(int p_xform);
int get_layer() const;
+ void set_visible(bool p_visible);
+ bool is_visible() const;
+
void set_transform(const Transform2D &p_xform);
Transform2D get_transform() const;
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index 0e4a6a4b5c..69d781cbfc 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -1165,7 +1165,7 @@ void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer) {
ERR_FAIL_COND(!p_multiplayer.is_valid());
multiplayer = p_multiplayer;
- multiplayer->set_root_node(root);
+ multiplayer->set_root_path("/" + root->get_name());
}
void SceneTree::_bind_methods() {
diff --git a/scene/multiplayer/scene_cache_interface.cpp b/scene/multiplayer/scene_cache_interface.cpp
new file mode 100644
index 0000000000..de4a94470a
--- /dev/null
+++ b/scene/multiplayer/scene_cache_interface.cpp
@@ -0,0 +1,249 @@
+/*************************************************************************/
+/* scene_cache_interface.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "scene_cache_interface.h"
+
+#include "core/io/marshalls.h"
+#include "scene/main/node.h"
+#include "scene/main/window.h"
+
+MultiplayerCacheInterface *SceneCacheInterface::_create(MultiplayerAPI *p_multiplayer) {
+ return memnew(SceneCacheInterface(p_multiplayer));
+}
+
+void SceneCacheInterface::make_default() {
+ MultiplayerAPI::create_default_cache_interface = _create;
+}
+
+void SceneCacheInterface::on_peer_change(int p_id, bool p_connected) {
+ if (p_connected) {
+ path_get_cache.insert(p_id, PathGetCache());
+ } else {
+ // Cleanup get cache.
+ path_get_cache.erase(p_id);
+ // Cleanup sent cache.
+ // Some refactoring is needed to make this faster and do paths GC.
+ List<NodePath> keys;
+ path_send_cache.get_key_list(&keys);
+ for (const NodePath &E : keys) {
+ PathSentCache *psc = path_send_cache.getptr(E);
+ psc->confirmed_peers.erase(p_id);
+ }
+ }
+}
+
+void SceneCacheInterface::process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
+ Node *root_node = SceneTree::get_singleton()->get_root()->get_node(multiplayer->get_root_path());
+ ERR_FAIL_COND(!root_node);
+ ERR_FAIL_COND_MSG(p_packet_len < 38, "Invalid packet received. Size too small.");
+ int ofs = 1;
+
+ String methods_md5;
+ methods_md5.parse_utf8((const char *)(p_packet + ofs), 32);
+ ofs += 33;
+
+ int id = decode_uint32(&p_packet[ofs]);
+ ofs += 4;
+
+ String paths;
+ paths.parse_utf8((const char *)(p_packet + ofs), p_packet_len - ofs);
+
+ NodePath path = paths;
+
+ if (!path_get_cache.has(p_from)) {
+ path_get_cache[p_from] = PathGetCache();
+ }
+
+ Node *node = root_node->get_node(path);
+ ERR_FAIL_COND(node == nullptr);
+ const bool valid_rpc_checksum = multiplayer->get_rpc_md5(node) == methods_md5;
+ if (valid_rpc_checksum == false) {
+ ERR_PRINT("The rpc node checksum failed. Make sure to have the same methods on both nodes. Node path: " + path);
+ }
+
+ PathGetCache::NodeInfo ni;
+ ni.path = path;
+
+ path_get_cache[p_from].nodes[id] = ni;
+
+ // Encode path to send ack.
+ CharString pname = String(path).utf8();
+ int len = encode_cstring(pname.get_data(), nullptr);
+
+ Vector<uint8_t> packet;
+
+ packet.resize(1 + 1 + len);
+ packet.write[0] = MultiplayerAPI::NETWORK_COMMAND_CONFIRM_PATH;
+ packet.write[1] = valid_rpc_checksum;
+ encode_cstring(pname.get_data(), &packet.write[2]);
+
+ Ref<MultiplayerPeer> multiplayer_peer = multiplayer->get_multiplayer_peer();
+ ERR_FAIL_COND(multiplayer_peer.is_null());
+
+ multiplayer_peer->set_transfer_channel(0);
+ multiplayer_peer->set_transfer_mode(Multiplayer::TRANSFER_MODE_RELIABLE);
+ multiplayer_peer->set_target_peer(p_from);
+ multiplayer_peer->put_packet(packet.ptr(), packet.size());
+}
+
+void SceneCacheInterface::process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) {
+ ERR_FAIL_COND_MSG(p_packet_len < 3, "Invalid packet received. Size too small.");
+
+ const bool valid_rpc_checksum = p_packet[1];
+
+ String paths;
+ paths.parse_utf8((const char *)&p_packet[2], p_packet_len - 2);
+
+ NodePath path = paths;
+
+ if (valid_rpc_checksum == false) {
+ ERR_PRINT("The rpc node checksum failed. Make sure to have the same methods on both nodes. Node path: " + path);
+ }
+
+ PathSentCache *psc = path_send_cache.getptr(path);
+ ERR_FAIL_COND_MSG(!psc, "Invalid packet received. Tries to confirm a path which was not found in cache.");
+
+ Map<int, bool>::Element *E = psc->confirmed_peers.find(p_from);
+ ERR_FAIL_COND_MSG(!E, "Invalid packet received. Source peer was not found in cache for the given path.");
+ E->get() = true;
+}
+
+bool SceneCacheInterface::_send_confirm_path(Node *p_node, NodePath p_path, PathSentCache *psc, int p_target) {
+ bool has_all_peers = true;
+ List<int> peers_to_add; // If one is missing, take note to add it.
+
+ for (const Set<int>::Element *E = multiplayer->get_connected_peers().front(); E; E = E->next()) {
+ if (p_target < 0 && E->get() == -p_target) {
+ continue; // Continue, excluded.
+ }
+
+ if (p_target > 0 && E->get() != p_target) {
+ continue; // Continue, not for this peer.
+ }
+
+ Map<int, bool>::Element *F = psc->confirmed_peers.find(E->get());
+
+ if (!F || !F->get()) {
+ // Path was not cached, or was cached but is unconfirmed.
+ if (!F) {
+ // Not cached at all, take note.
+ peers_to_add.push_back(E->get());
+ }
+
+ has_all_peers = false;
+ }
+ }
+
+ if (peers_to_add.size() > 0) {
+ // Those that need to be added, send a message for this.
+
+ // Encode function name.
+ const CharString path = String(p_path).utf8();
+ const int path_len = encode_cstring(path.get_data(), nullptr);
+
+ // Extract MD5 from rpc methods list.
+ const String methods_md5 = multiplayer->get_rpc_md5(p_node);
+ const int methods_md5_len = 33; // 32 + 1 for the `0` that is added by the encoder.
+
+ Vector<uint8_t> packet;
+ packet.resize(1 + 4 + path_len + methods_md5_len);
+ int ofs = 0;
+
+ packet.write[ofs] = MultiplayerAPI::NETWORK_COMMAND_SIMPLIFY_PATH;
+ ofs += 1;
+
+ ofs += encode_cstring(methods_md5.utf8().get_data(), &packet.write[ofs]);
+
+ ofs += encode_uint32(psc->id, &packet.write[ofs]);
+
+ ofs += encode_cstring(path.get_data(), &packet.write[ofs]);
+
+ Ref<MultiplayerPeer> multiplayer_peer = multiplayer->get_multiplayer_peer();
+ ERR_FAIL_COND_V(multiplayer_peer.is_null(), false);
+
+ for (int &E : peers_to_add) {
+ multiplayer_peer->set_target_peer(E); // To all of you.
+ multiplayer_peer->set_transfer_channel(0);
+ multiplayer_peer->set_transfer_mode(Multiplayer::TRANSFER_MODE_RELIABLE);
+ multiplayer_peer->put_packet(packet.ptr(), packet.size());
+
+ psc->confirmed_peers.insert(E, false); // Insert into confirmed, but as false since it was not confirmed.
+ }
+ }
+
+ return has_all_peers;
+}
+
+bool SceneCacheInterface::is_cache_confirmed(NodePath p_path, int p_peer) {
+ const PathSentCache *psc = path_send_cache.getptr(p_path);
+ ERR_FAIL_COND_V(!psc, false);
+ const Map<int, bool>::Element *F = psc->confirmed_peers.find(p_peer);
+ ERR_FAIL_COND_V(!F, false); // Should never happen.
+ return F->get();
+}
+
+bool SceneCacheInterface::send_object_cache(Object *p_obj, NodePath p_path, int p_peer_id, int &r_id) {
+ Node *node = Object::cast_to<Node>(p_obj);
+ ERR_FAIL_COND_V(!node, false);
+ // See if the path is cached.
+ PathSentCache *psc = path_send_cache.getptr(p_path);
+ if (!psc) {
+ // Path is not cached, create.
+ path_send_cache[p_path] = PathSentCache();
+ psc = path_send_cache.getptr(p_path);
+ psc->id = last_send_cache_id++;
+ }
+ r_id = psc->id;
+
+ return _send_confirm_path(node, p_path, psc, p_peer_id);
+}
+
+Object *SceneCacheInterface::get_cached_object(int p_from, uint32_t p_cache_id) {
+ Node *root_node = SceneTree::get_singleton()->get_root()->get_node(multiplayer->get_root_path());
+ ERR_FAIL_COND_V(!root_node, nullptr);
+ Map<int, PathGetCache>::Element *E = path_get_cache.find(p_from);
+ ERR_FAIL_COND_V_MSG(!E, nullptr, vformat("No cache found for peer %d.", p_from));
+
+ Map<int, PathGetCache::NodeInfo>::Element *F = E->get().nodes.find(p_cache_id);
+ ERR_FAIL_COND_V_MSG(!F, nullptr, vformat("ID %d not found in cache of peer %d.", p_cache_id, p_from));
+
+ PathGetCache::NodeInfo *ni = &F->get();
+ Node *node = root_node->get_node(ni->path);
+ if (!node) {
+ ERR_PRINT("Failed to get cached path: " + String(ni->path) + ".");
+ }
+ return node;
+}
+
+void SceneCacheInterface::clear() {
+ path_get_cache.clear();
+ path_send_cache.clear();
+ last_send_cache_id = 1;
+}
diff --git a/scene/multiplayer/scene_cache_interface.h b/scene/multiplayer/scene_cache_interface.h
new file mode 100644
index 0000000000..91a53cb948
--- /dev/null
+++ b/scene/multiplayer/scene_cache_interface.h
@@ -0,0 +1,82 @@
+/*************************************************************************/
+/* scene_cache_interface.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef SCENE_CACHE_INTERFACE_H
+#define SCENE_CACHE_INTERFACE_H
+
+#include "core/multiplayer/multiplayer_api.h"
+
+class SceneCacheInterface : public MultiplayerCacheInterface {
+ GDCLASS(SceneCacheInterface, MultiplayerCacheInterface);
+
+private:
+ MultiplayerAPI *multiplayer;
+
+ //path sent caches
+ struct PathSentCache {
+ Map<int, bool> confirmed_peers;
+ int id;
+ };
+
+ //path get caches
+ struct PathGetCache {
+ struct NodeInfo {
+ NodePath path;
+ ObjectID instance;
+ };
+
+ Map<int, NodeInfo> nodes;
+ };
+
+ HashMap<NodePath, PathSentCache> path_send_cache;
+ Map<int, PathGetCache> path_get_cache;
+ int last_send_cache_id = 1;
+
+protected:
+ bool _send_confirm_path(Node *p_node, NodePath p_path, PathSentCache *psc, int p_target);
+ static MultiplayerCacheInterface *_create(MultiplayerAPI *p_multiplayer);
+
+public:
+ static void make_default();
+
+ virtual void clear() override;
+ virtual void on_peer_change(int p_id, bool p_connected) override;
+ virtual void process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len) override;
+ virtual void process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len) override;
+
+ // Returns true if all peers have cached path.
+ virtual bool send_object_cache(Object *p_obj, NodePath p_path, int p_target, int &p_id) override;
+ virtual Object *get_cached_object(int p_from, uint32_t p_cache_id) override;
+ virtual bool is_cache_confirmed(NodePath p_path, int p_peer) override;
+
+ SceneCacheInterface(MultiplayerAPI *p_multiplayer) { multiplayer = p_multiplayer; }
+};
+
+#endif // SCENE_CACHE_INTERFACE_H
diff --git a/scene/multiplayer/scene_replication_interface.cpp b/scene/multiplayer/scene_replication_interface.cpp
index 7155935084..2088a43ba7 100644
--- a/scene/multiplayer/scene_replication_interface.cpp
+++ b/scene/multiplayer/scene_replication_interface.cpp
@@ -186,12 +186,10 @@ Error SceneReplicationInterface::_send_spawn(Node *p_node, MultiplayerSpawner *p
}
// Prepare simplified path.
- const Node *root_node = multiplayer->get_root_node();
- ERR_FAIL_COND_V(!root_node, ERR_UNCONFIGURED);
- NodePath rel_path = (root_node->get_path()).rel_path_to(p_spawner->get_path());
+ NodePath rel_path = multiplayer->get_root_path().rel_path_to(p_spawner->get_path());
int path_id = 0;
- multiplayer->send_confirm_path(p_spawner, rel_path, p_peer, path_id);
+ multiplayer->send_object_cache(p_spawner, rel_path, p_peer, path_id);
// Encode name and parent ID.
CharString cname = p_node->get_name().operator String().utf8();
@@ -243,7 +241,7 @@ Error SceneReplicationInterface::on_spawn_receive(int p_from, const uint8_t *p_b
ofs += 1;
uint32_t node_target = decode_uint32(&p_buffer[ofs]);
ofs += 4;
- MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(multiplayer->get_cached_node(p_from, node_target));
+ MultiplayerSpawner *spawner = Object::cast_to<MultiplayerSpawner>(multiplayer->get_cached_object(p_from, node_target));
ERR_FAIL_COND_V(!spawner, ERR_DOES_NOT_EXIST);
ERR_FAIL_COND_V(p_from != spawner->get_multiplayer_authority(), ERR_UNAUTHORIZED);
@@ -349,11 +347,9 @@ void SceneReplicationInterface::_send_sync(int p_peer, uint64_t p_msec) {
uint32_t net_id = rep_state->get_net_id(oid);
if (net_id == 0) {
// First time path based ID.
- const Node *root_node = multiplayer->get_root_node();
- ERR_FAIL_COND(!root_node);
- NodePath rel_path = (root_node->get_path()).rel_path_to(sync->get_path());
+ NodePath rel_path = multiplayer->get_root_path().rel_path_to(sync->get_path());
int path_id = 0;
- multiplayer->send_confirm_path(sync, rel_path, p_peer, path_id);
+ multiplayer->send_object_cache(sync, rel_path, p_peer, path_id);
net_id = path_id;
rep_state->set_net_id(oid, net_id | 0x80000000);
}
@@ -381,7 +377,7 @@ Error SceneReplicationInterface::on_sync_receive(int p_from, const uint8_t *p_bu
ofs += 4;
Node *node = nullptr;
if (net_id & 0x80000000) {
- MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(multiplayer->get_cached_node(p_from, net_id & 0x7FFFFFFF));
+ MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(multiplayer->get_cached_object(p_from, net_id & 0x7FFFFFFF));
ERR_FAIL_COND_V(!sync || sync->get_multiplayer_authority() != p_from, ERR_UNAUTHORIZED);
node = sync->get_node(sync->get_root_path());
} else {
diff --git a/scene/multiplayer/scene_rpc_interface.cpp b/scene/multiplayer/scene_rpc_interface.cpp
new file mode 100644
index 0000000000..7d7f57b9a1
--- /dev/null
+++ b/scene/multiplayer/scene_rpc_interface.cpp
@@ -0,0 +1,512 @@
+/*************************************************************************/
+/* scene_rpc_interface.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "scene/multiplayer/scene_rpc_interface.h"
+
+#include "core/debugger/engine_debugger.h"
+#include "core/io/marshalls.h"
+#include "core/multiplayer/multiplayer_api.h"
+#include "scene/main/node.h"
+#include "scene/main/window.h"
+
+MultiplayerRPCInterface *SceneRPCInterface::_create(MultiplayerAPI *p_multiplayer) {
+ return memnew(SceneRPCInterface(p_multiplayer));
+}
+
+void SceneRPCInterface::make_default() {
+ MultiplayerAPI::create_default_rpc_interface = _create;
+}
+
+#ifdef DEBUG_ENABLED
+_FORCE_INLINE_ void SceneRPCInterface::_profile_node_data(const String &p_what, ObjectID p_id) {
+ if (EngineDebugger::is_profiling("multiplayer")) {
+ Array values;
+ values.push_back("node");
+ values.push_back(p_id);
+ values.push_back(p_what);
+ EngineDebugger::profiler_add_frame_data("multiplayer", values);
+ }
+}
+#else
+_FORCE_INLINE_ void SceneRPCInterface::_profile_node_data(const String &p_what, ObjectID p_id) {}
+#endif
+
+// Returns the packet size stripping the node path added when the node is not yet cached.
+int get_packet_len(uint32_t p_node_target, int p_packet_len) {
+ if (p_node_target & 0x80000000) {
+ int ofs = p_node_target & 0x7FFFFFFF;
+ return p_packet_len - (p_packet_len - ofs);
+ } else {
+ return p_packet_len;
+ }
+}
+
+const Multiplayer::RPCConfig _get_rpc_config(const Node *p_node, const StringName &p_method, uint16_t &r_id) {
+ const Vector<Multiplayer::RPCConfig> node_config = p_node->get_node_rpc_methods();
+ for (int i = 0; i < node_config.size(); i++) {
+ if (node_config[i].name == p_method) {
+ r_id = ((uint16_t)i) | (1 << 15);
+ return node_config[i];
+ }
+ }
+ if (p_node->get_script_instance()) {
+ const Vector<Multiplayer::RPCConfig> script_config = p_node->get_script_instance()->get_rpc_methods();
+ for (int i = 0; i < script_config.size(); i++) {
+ if (script_config[i].name == p_method) {
+ r_id = (uint16_t)i;
+ return script_config[i];
+ }
+ }
+ }
+ return Multiplayer::RPCConfig();
+}
+
+const Multiplayer::RPCConfig _get_rpc_config_by_id(Node *p_node, uint16_t p_id) {
+ Vector<Multiplayer::RPCConfig> config;
+ uint16_t id = p_id;
+ if (id & (1 << 15)) {
+ id = id & ~(1 << 15);
+ config = p_node->get_node_rpc_methods();
+ } else if (p_node->get_script_instance()) {
+ config = p_node->get_script_instance()->get_rpc_methods();
+ }
+ if (id < config.size()) {
+ return config[id];
+ }
+ return Multiplayer::RPCConfig();
+}
+
+_FORCE_INLINE_ bool _can_call_mode(Node *p_node, Multiplayer::RPCMode mode, int p_remote_id) {
+ switch (mode) {
+ case Multiplayer::RPC_MODE_DISABLED: {
+ return false;
+ } break;
+ case Multiplayer::RPC_MODE_ANY_PEER: {
+ return true;
+ } break;
+ case Multiplayer::RPC_MODE_AUTHORITY: {
+ return !p_node->is_multiplayer_authority() && p_remote_id == p_node->get_multiplayer_authority();
+ } break;
+ }
+
+ return false;
+}
+
+String SceneRPCInterface::get_rpc_md5(const Object *p_obj) const {
+ const Node *node = Object::cast_to<Node>(p_obj);
+ ERR_FAIL_COND_V(!node, "");
+ String rpc_list;
+ const Vector<Multiplayer::RPCConfig> node_config = node->get_node_rpc_methods();
+ for (int i = 0; i < node_config.size(); i++) {
+ rpc_list += String(node_config[i].name);
+ }
+ if (node->get_script_instance()) {
+ const Vector<Multiplayer::RPCConfig> script_config = node->get_script_instance()->get_rpc_methods();
+ for (int i = 0; i < script_config.size(); i++) {
+ rpc_list += String(script_config[i].name);
+ }
+ }
+ return rpc_list.md5_text();
+}
+
+Node *SceneRPCInterface::_process_get_node(int p_from, const uint8_t *p_packet, uint32_t p_node_target, int p_packet_len) {
+ Node *root_node = SceneTree::get_singleton()->get_root()->get_node(multiplayer->get_root_path());
+ ERR_FAIL_COND_V(!root_node, nullptr);
+ Node *node = nullptr;
+
+ if (p_node_target & 0x80000000) {
+ // Use full path (not cached yet).
+ int ofs = p_node_target & 0x7FFFFFFF;
+
+ ERR_FAIL_COND_V_MSG(ofs >= p_packet_len, nullptr, "Invalid packet received. Size smaller than declared.");
+
+ String paths;
+ paths.parse_utf8((const char *)&p_packet[ofs], p_packet_len - ofs);
+
+ NodePath np = paths;
+
+ node = root_node->get_node(np);
+
+ if (!node) {
+ ERR_PRINT("Failed to get path from RPC: " + String(np) + ".");
+ }
+ return node;
+ } else {
+ // Use cached path.
+ return Object::cast_to<Node>(multiplayer->get_cached_object(p_from, p_node_target));
+ }
+}
+
+void SceneRPCInterface::process_rpc(int p_from, const uint8_t *p_packet, int p_packet_len) {
+ // Extract packet meta
+ int packet_min_size = 1;
+ int name_id_offset = 1;
+ ERR_FAIL_COND_MSG(p_packet_len < packet_min_size, "Invalid packet received. Size too small.");
+ // Compute the meta size, which depends on the compression level.
+ int node_id_compression = (p_packet[0] & NODE_ID_COMPRESSION_FLAG) >> NODE_ID_COMPRESSION_SHIFT;
+ int name_id_compression = (p_packet[0] & NAME_ID_COMPRESSION_FLAG) >> NAME_ID_COMPRESSION_SHIFT;
+
+ switch (node_id_compression) {
+ case NETWORK_NODE_ID_COMPRESSION_8:
+ packet_min_size += 1;
+ name_id_offset += 1;
+ break;
+ case NETWORK_NODE_ID_COMPRESSION_16:
+ packet_min_size += 2;
+ name_id_offset += 2;
+ break;
+ case NETWORK_NODE_ID_COMPRESSION_32:
+ packet_min_size += 4;
+ name_id_offset += 4;
+ break;
+ default:
+ ERR_FAIL_MSG("Was not possible to extract the node id compression mode.");
+ }
+ switch (name_id_compression) {
+ case NETWORK_NAME_ID_COMPRESSION_8:
+ packet_min_size += 1;
+ break;
+ case NETWORK_NAME_ID_COMPRESSION_16:
+ packet_min_size += 2;
+ break;
+ default:
+ ERR_FAIL_MSG("Was not possible to extract the name id compression mode.");
+ }
+ ERR_FAIL_COND_MSG(p_packet_len < packet_min_size, "Invalid packet received. Size too small.");
+
+ uint32_t node_target = 0;
+ switch (node_id_compression) {
+ case NETWORK_NODE_ID_COMPRESSION_8:
+ node_target = p_packet[1];
+ break;
+ case NETWORK_NODE_ID_COMPRESSION_16:
+ node_target = decode_uint16(p_packet + 1);
+ break;
+ case NETWORK_NODE_ID_COMPRESSION_32:
+ node_target = decode_uint32(p_packet + 1);
+ break;
+ default:
+ // Unreachable, checked before.
+ CRASH_NOW();
+ }
+
+ Node *node = _process_get_node(p_from, p_packet, node_target, p_packet_len);
+ ERR_FAIL_COND_MSG(node == nullptr, "Invalid packet received. Requested node was not found.");
+
+ uint16_t name_id = 0;
+ switch (name_id_compression) {
+ case NETWORK_NAME_ID_COMPRESSION_8:
+ name_id = p_packet[name_id_offset];
+ break;
+ case NETWORK_NAME_ID_COMPRESSION_16:
+ name_id = decode_uint16(p_packet + name_id_offset);
+ break;
+ default:
+ // Unreachable, checked before.
+ CRASH_NOW();
+ }
+
+ const int packet_len = get_packet_len(node_target, p_packet_len);
+ _process_rpc(node, name_id, p_from, p_packet, packet_len, packet_min_size);
+}
+
+void SceneRPCInterface::_process_rpc(Node *p_node, const uint16_t p_rpc_method_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset) {
+ ERR_FAIL_COND_MSG(p_offset > p_packet_len, "Invalid packet received. Size too small.");
+
+ // Check that remote can call the RPC on this node.
+ const Multiplayer::RPCConfig config = _get_rpc_config_by_id(p_node, p_rpc_method_id);
+ ERR_FAIL_COND(config.name == StringName());
+
+ bool can_call = _can_call_mode(p_node, config.rpc_mode, p_from);
+ ERR_FAIL_COND_MSG(!can_call, "RPC '" + String(config.name) + "' is not allowed on node " + p_node->get_path() + " from: " + itos(p_from) + ". Mode is " + itos((int)config.rpc_mode) + ", authority is " + itos(p_node->get_multiplayer_authority()) + ".");
+
+ int argc = 0;
+
+ const bool byte_only_or_no_args = p_packet[0] & BYTE_ONLY_OR_NO_ARGS_FLAG;
+ if (byte_only_or_no_args) {
+ if (p_offset < p_packet_len) {
+ // This packet contains only bytes.
+ argc = 1;
+ }
+ } else {
+ // Normal variant, takes the argument count from the packet.
+ ERR_FAIL_COND_MSG(p_offset >= p_packet_len, "Invalid packet received. Size too small.");
+ argc = p_packet[p_offset];
+ p_offset += 1;
+ }
+
+ Vector<Variant> args;
+ Vector<const Variant *> argp;
+ args.resize(argc);
+ argp.resize(argc);
+
+#ifdef DEBUG_ENABLED
+ _profile_node_data("in_rpc", p_node->get_instance_id());
+#endif
+
+ int out;
+ MultiplayerAPI::decode_and_decompress_variants(args, &p_packet[p_offset], p_packet_len - p_offset, out, byte_only_or_no_args, multiplayer->is_object_decoding_allowed());
+ for (int i = 0; i < argc; i++) {
+ argp.write[i] = &args[i];
+ }
+
+ Callable::CallError ce;
+
+ p_node->call(config.name, (const Variant **)argp.ptr(), argc, ce);
+ if (ce.error != Callable::CallError::CALL_OK) {
+ String error = Variant::get_call_error_text(p_node, config.name, (const Variant **)argp.ptr(), argc, ce);
+ error = "RPC - " + error;
+ ERR_PRINT(error);
+ }
+}
+
+void SceneRPCInterface::_send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, const Multiplayer::RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount) {
+ Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer();
+ ERR_FAIL_COND_MSG(peer.is_null(), "Attempt to call RPC without active multiplayer peer.");
+
+ ERR_FAIL_COND_MSG(peer->get_connection_status() == MultiplayerPeer::CONNECTION_CONNECTING, "Attempt to call RPC while multiplayer peer is not connected yet.");
+
+ ERR_FAIL_COND_MSG(peer->get_connection_status() == MultiplayerPeer::CONNECTION_DISCONNECTED, "Attempt to call RPC while multiplayer peer is disconnected.");
+
+ ERR_FAIL_COND_MSG(p_argcount > 255, "Too many arguments (>255).");
+
+ if (p_to != 0 && !multiplayer->get_connected_peers().has(ABS(p_to))) {
+ ERR_FAIL_COND_MSG(p_to == peer->get_unique_id(), "Attempt to call RPC on yourself! Peer unique ID: " + itos(peer->get_unique_id()) + ".");
+
+ ERR_FAIL_MSG("Attempt to call RPC with unknown peer ID: " + itos(p_to) + ".");
+ }
+
+ NodePath from_path = multiplayer->get_root_path().rel_path_to(p_from->get_path());
+ ERR_FAIL_COND_MSG(from_path.is_empty(), "Unable to send RPC. Relative path is empty. THIS IS LIKELY A BUG IN THE ENGINE!");
+
+ // See if all peers have cached path (if so, call can be fast).
+ int psc_id;
+ const bool has_all_peers = multiplayer->send_object_cache(p_from, from_path, p_to, psc_id);
+
+ // Create base packet, lots of hardcode because it must be tight.
+
+ int ofs = 0;
+
+#define MAKE_ROOM(m_amount) \
+ if (packet_cache.size() < m_amount) \
+ packet_cache.resize(m_amount);
+
+ // Encode meta.
+ uint8_t command_type = MultiplayerAPI::NETWORK_COMMAND_REMOTE_CALL;
+ uint8_t node_id_compression = UINT8_MAX;
+ uint8_t name_id_compression = UINT8_MAX;
+ bool byte_only_or_no_args = false;
+
+ MAKE_ROOM(1);
+ // The meta is composed along the way, so just set 0 for now.
+ packet_cache.write[0] = 0;
+ ofs += 1;
+
+ // Encode Node ID.
+ if (has_all_peers) {
+ // Compress the node ID only if all the target peers already know it.
+ if (psc_id >= 0 && psc_id <= 255) {
+ // We can encode the id in 1 byte
+ node_id_compression = NETWORK_NODE_ID_COMPRESSION_8;
+ MAKE_ROOM(ofs + 1);
+ packet_cache.write[ofs] = static_cast<uint8_t>(psc_id);
+ ofs += 1;
+ } else if (psc_id >= 0 && psc_id <= 65535) {
+ // We can encode the id in 2 bytes
+ node_id_compression = NETWORK_NODE_ID_COMPRESSION_16;
+ MAKE_ROOM(ofs + 2);
+ encode_uint16(static_cast<uint16_t>(psc_id), &(packet_cache.write[ofs]));
+ ofs += 2;
+ } else {
+ // Too big, let's use 4 bytes.
+ node_id_compression = NETWORK_NODE_ID_COMPRESSION_32;
+ MAKE_ROOM(ofs + 4);
+ encode_uint32(psc_id, &(packet_cache.write[ofs]));
+ ofs += 4;
+ }
+ } else {
+ // The targets don't know the node yet, so we need to use 32 bits int.
+ node_id_compression = NETWORK_NODE_ID_COMPRESSION_32;
+ MAKE_ROOM(ofs + 4);
+ encode_uint32(psc_id, &(packet_cache.write[ofs]));
+ ofs += 4;
+ }
+
+ // Encode method ID
+ if (p_rpc_id <= UINT8_MAX) {
+ // The ID fits in 1 byte
+ name_id_compression = NETWORK_NAME_ID_COMPRESSION_8;
+ MAKE_ROOM(ofs + 1);
+ packet_cache.write[ofs] = static_cast<uint8_t>(p_rpc_id);
+ ofs += 1;
+ } else {
+ // The ID is larger, let's use 2 bytes
+ name_id_compression = NETWORK_NAME_ID_COMPRESSION_16;
+ MAKE_ROOM(ofs + 2);
+ encode_uint16(p_rpc_id, &(packet_cache.write[ofs]));
+ ofs += 2;
+ }
+
+ int len;
+ Error err = MultiplayerAPI::encode_and_compress_variants(p_arg, p_argcount, nullptr, len, &byte_only_or_no_args, multiplayer->is_object_decoding_allowed());
+ ERR_FAIL_COND_MSG(err != OK, "Unable to encode RPC arguments. THIS IS LIKELY A BUG IN THE ENGINE!");
+ if (byte_only_or_no_args) {
+ MAKE_ROOM(ofs + len);
+ } else {
+ MAKE_ROOM(ofs + 1 + len);
+ packet_cache.write[ofs] = p_argcount;
+ ofs += 1;
+ }
+ if (len) {
+ MultiplayerAPI::encode_and_compress_variants(p_arg, p_argcount, &packet_cache.write[ofs], len, &byte_only_or_no_args, multiplayer->is_object_decoding_allowed());
+ ofs += len;
+ }
+
+ ERR_FAIL_COND(command_type > 7);
+ ERR_FAIL_COND(node_id_compression > 3);
+ ERR_FAIL_COND(name_id_compression > 1);
+
+ // We can now set the meta
+ packet_cache.write[0] = command_type + (node_id_compression << NODE_ID_COMPRESSION_SHIFT) + (name_id_compression << NAME_ID_COMPRESSION_SHIFT) + (byte_only_or_no_args ? BYTE_ONLY_OR_NO_ARGS_FLAG : 0);
+
+#ifdef DEBUG_ENABLED
+ multiplayer->profile_bandwidth("out", ofs);
+#endif
+
+ // Take chance and set transfer mode, since all send methods will use it.
+ peer->set_transfer_channel(p_config.channel);
+ peer->set_transfer_mode(p_config.transfer_mode);
+
+ if (has_all_peers) {
+ // They all have verified paths, so send fast.
+ peer->set_target_peer(p_to); // To all of you.
+ peer->put_packet(packet_cache.ptr(), ofs); // A message with love.
+ } else {
+ // Unreachable because the node ID is never compressed if the peers doesn't know it.
+ CRASH_COND(node_id_compression != NETWORK_NODE_ID_COMPRESSION_32);
+
+ // Not all verified path, so send one by one.
+
+ // Append path at the end, since we will need it for some packets.
+ CharString pname = String(from_path).utf8();
+ int path_len = encode_cstring(pname.get_data(), nullptr);
+ MAKE_ROOM(ofs + path_len);
+ encode_cstring(pname.get_data(), &(packet_cache.write[ofs]));
+
+ for (const int &P : multiplayer->get_connected_peers()) {
+ if (p_to < 0 && P == -p_to) {
+ continue; // Continue, excluded.
+ }
+
+ if (p_to > 0 && P != p_to) {
+ continue; // Continue, not for this peer.
+ }
+
+ bool confirmed = multiplayer->is_cache_confirmed(from_path, P);
+
+ peer->set_target_peer(P); // To this one specifically.
+
+ if (confirmed) {
+ // This one confirmed path, so use id.
+ encode_uint32(psc_id, &(packet_cache.write[1]));
+ peer->put_packet(packet_cache.ptr(), ofs);
+ } else {
+ // This one did not confirm path yet, so use entire path (sorry!).
+ encode_uint32(0x80000000 | ofs, &(packet_cache.write[1])); // Offset to path and flag.
+ peer->put_packet(packet_cache.ptr(), ofs + path_len);
+ }
+ }
+ }
+}
+
+void SceneRPCInterface::rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {
+ Ref<MultiplayerPeer> peer = multiplayer->get_multiplayer_peer();
+ ERR_FAIL_COND_MSG(!peer.is_valid(), "Trying to call an RPC while no multiplayer peer is active.");
+ Node *node = Object::cast_to<Node>(p_obj);
+ ERR_FAIL_COND(!node);
+ ERR_FAIL_COND_MSG(!node->is_inside_tree(), "Trying to call an RPC on a node which is not inside SceneTree.");
+ ERR_FAIL_COND_MSG(peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, "Trying to call an RPC via a multiplayer peer which is not connected.");
+
+ int node_id = peer->get_unique_id();
+ bool call_local_native = false;
+ bool call_local_script = false;
+ uint16_t rpc_id = UINT16_MAX;
+ const Multiplayer::RPCConfig config = _get_rpc_config(node, p_method, rpc_id);
+ ERR_FAIL_COND_MSG(config.name == StringName(),
+ vformat("Unable to get the RPC configuration for the function \"%s\" at path: \"%s\". This happens when the method is not marked for RPCs.", p_method, node->get_path()));
+ if (p_peer_id == 0 || p_peer_id == node_id || (p_peer_id < 0 && p_peer_id != -node_id)) {
+ if (rpc_id & (1 << 15)) {
+ call_local_native = config.call_local;
+ } else {
+ call_local_script = config.call_local;
+ }
+ }
+
+ if (p_peer_id != node_id) {
+#ifdef DEBUG_ENABLED
+ _profile_node_data("out_rpc", node->get_instance_id());
+#endif
+
+ _send_rpc(node, p_peer_id, rpc_id, config, p_method, p_arg, p_argcount);
+ }
+
+ if (call_local_native) {
+ Callable::CallError ce;
+
+ multiplayer->set_remote_sender_override(peer->get_unique_id());
+ node->call(p_method, p_arg, p_argcount, ce);
+ multiplayer->set_remote_sender_override(0);
+
+ if (ce.error != Callable::CallError::CALL_OK) {
+ String error = Variant::get_call_error_text(node, p_method, p_arg, p_argcount, ce);
+ error = "rpc() aborted in local call: - " + error + ".";
+ ERR_PRINT(error);
+ return;
+ }
+ }
+
+ if (call_local_script) {
+ Callable::CallError ce;
+ ce.error = Callable::CallError::CALL_OK;
+
+ multiplayer->set_remote_sender_override(peer->get_unique_id());
+ node->get_script_instance()->call(p_method, p_arg, p_argcount, ce);
+ multiplayer->set_remote_sender_override(0);
+
+ if (ce.error != Callable::CallError::CALL_OK) {
+ String error = Variant::get_call_error_text(node, p_method, p_arg, p_argcount, ce);
+ error = "rpc() aborted in script local call: - " + error + ".";
+ ERR_PRINT(error);
+ return;
+ }
+ }
+
+ ERR_FAIL_COND_MSG(p_peer_id == node_id && !config.call_local, "RPC '" + p_method + "' on yourself is not allowed by selected mode.");
+}
diff --git a/scene/multiplayer/scene_rpc_interface.h b/scene/multiplayer/scene_rpc_interface.h
new file mode 100644
index 0000000000..86e1d0d280
--- /dev/null
+++ b/scene/multiplayer/scene_rpc_interface.h
@@ -0,0 +1,91 @@
+/*************************************************************************/
+/* scene_rpc_interface.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef SCENE_RPC_INTERFACE_H
+#define SCENE_RPC_INTERFACE_H
+
+#include "core/multiplayer/multiplayer.h"
+#include "core/multiplayer/multiplayer_api.h"
+
+class SceneRPCInterface : public MultiplayerRPCInterface {
+ GDCLASS(SceneRPCInterface, MultiplayerRPCInterface);
+
+private:
+ enum NetworkNodeIdCompression {
+ NETWORK_NODE_ID_COMPRESSION_8 = 0,
+ NETWORK_NODE_ID_COMPRESSION_16,
+ NETWORK_NODE_ID_COMPRESSION_32,
+ };
+
+ enum NetworkNameIdCompression {
+ NETWORK_NAME_ID_COMPRESSION_8 = 0,
+ NETWORK_NAME_ID_COMPRESSION_16,
+ };
+
+ // The RPC meta is composed by a single byte that contains (starting from the least significant bit):
+ // - `NetworkCommands` in the first four bits.
+ // - `NetworkNodeIdCompression` in the next 2 bits.
+ // - `NetworkNameIdCompression` in the next 1 bit.
+ // - `byte_only_or_no_args` in the next 1 bit.
+ enum {
+ NODE_ID_COMPRESSION_SHIFT = MultiplayerAPI::CMD_FLAG_0_SHIFT, // 2 bits for this.
+ NAME_ID_COMPRESSION_SHIFT = MultiplayerAPI::CMD_FLAG_2_SHIFT,
+ BYTE_ONLY_OR_NO_ARGS_SHIFT = MultiplayerAPI::CMD_FLAG_3_SHIFT,
+ };
+
+ enum {
+ NODE_ID_COMPRESSION_FLAG = (1 << NODE_ID_COMPRESSION_SHIFT) | (1 << (NODE_ID_COMPRESSION_SHIFT + 1)), // 2 bits for this.
+ NAME_ID_COMPRESSION_FLAG = (1 << NAME_ID_COMPRESSION_SHIFT),
+ BYTE_ONLY_OR_NO_ARGS_FLAG = (1 << BYTE_ONLY_OR_NO_ARGS_SHIFT),
+ };
+
+ MultiplayerAPI *multiplayer = nullptr;
+ Vector<uint8_t> packet_cache;
+
+protected:
+ static MultiplayerRPCInterface *_create(MultiplayerAPI *p_multiplayer);
+
+ _FORCE_INLINE_ void _profile_node_data(const String &p_what, ObjectID p_id);
+ void _process_rpc(Node *p_node, const uint16_t p_rpc_method_id, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset);
+
+ void _send_rpc(Node *p_from, int p_to, uint16_t p_rpc_id, const Multiplayer::RPCConfig &p_config, const StringName &p_name, const Variant **p_arg, int p_argcount);
+ Node *_process_get_node(int p_from, const uint8_t *p_packet, uint32_t p_node_target, int p_packet_len);
+
+public:
+ static void make_default();
+
+ virtual void rpcp(Object *p_obj, int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) override;
+ virtual void process_rpc(int p_from, const uint8_t *p_packet, int p_packet_len) override;
+ virtual String get_rpc_md5(const Object *p_obj) const override;
+
+ SceneRPCInterface(MultiplayerAPI *p_multiplayer) { multiplayer = p_multiplayer; }
+};
+
+#endif // SCENE_RPC_INTERFACE_H
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index f19b018982..9ed83eb8c3 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -136,7 +136,9 @@
#include "scene/main/window.h"
#include "scene/multiplayer/multiplayer_spawner.h"
#include "scene/multiplayer/multiplayer_synchronizer.h"
+#include "scene/multiplayer/scene_cache_interface.h"
#include "scene/multiplayer/scene_replication_interface.h"
+#include "scene/multiplayer/scene_rpc_interface.h"
#include "scene/resources/audio_stream_sample.h"
#include "scene/resources/bit_map.h"
#include "scene/resources/box_shape_3d.h"
@@ -1058,6 +1060,8 @@ void register_scene_types() {
SceneDebugger::initialize();
SceneReplicationInterface::make_default();
+ SceneRPCInterface::make_default();
+ SceneCacheInterface::make_default();
NativeExtensionManager::get_singleton()->initialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SCENE);
}
diff --git a/scene/resources/resource_format_text.cpp b/scene/resources/resource_format_text.cpp
index 6bb710b1d9..c03faa2c2d 100644
--- a/scene/resources/resource_format_text.cpp
+++ b/scene/resources/resource_format_text.cpp
@@ -1951,7 +1951,7 @@ Error ResourceFormatSaverTextInstance::save(const String &p_path, const RES &p_r
}
Error ResourceFormatSaverText::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
- if (p_path.ends_with(".sct") && p_resource->get_class() != "PackedScene") {
+ if (p_path.ends_with(".tscn") && !Ref<PackedScene>(p_resource).is_valid()) {
return ERR_FILE_UNRECOGNIZED;
}
@@ -1960,14 +1960,14 @@ Error ResourceFormatSaverText::save(const String &p_path, const RES &p_resource,
}
bool ResourceFormatSaverText::recognize(const RES &p_resource) const {
- return true; // all recognized!
+ return true; // All resources recognized!
}
void ResourceFormatSaverText::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
- if (p_resource->get_class() == "PackedScene") {
- p_extensions->push_back("tscn"); //text scene
+ if (Ref<PackedScene>(p_resource).is_valid()) {
+ p_extensions->push_back("tscn"); // Text scene.
} else {
- p_extensions->push_back("tres"); //text resource
+ p_extensions->push_back("tres"); // Text resource.
}
}
diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp
index ee66a61da8..0ee0e4b33e 100644
--- a/scene/resources/texture.cpp
+++ b/scene/resources/texture.cpp
@@ -1902,7 +1902,7 @@ void GradientTexture2D::_queue_update() {
return;
}
update_pending = true;
- call_deferred("_update");
+ call_deferred(SNAME("_update"));
}
void GradientTexture2D::_update() {
diff --git a/scene/resources/tile_set.cpp b/scene/resources/tile_set.cpp
index 2854cbe30d..1f77cc0570 100644
--- a/scene/resources/tile_set.cpp
+++ b/scene/resources/tile_set.cpp
@@ -4410,7 +4410,7 @@ void TileSetAtlasSource::_clear_tiles_outside_texture() {
void TileSetAtlasSource::_queue_update_padded_texture() {
padded_texture_needs_update = true;
- call_deferred("_update_padded_texture");
+ call_deferred(SNAME("_update_padded_texture"));
}
void TileSetAtlasSource::_update_padded_texture() {
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index dd2f3d2202..dae61c8609 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -131,7 +131,7 @@ void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p
} break;
case Variant::VECTOR2: {
Vector2 pv = p_prev_value;
- value = Vector3(pv.x, pv.y, 0.0);
+ value = Vector3(pv.x, pv.y, pv.y);
} break;
case Variant::VECTOR3: {
value = p_prev_value;
@@ -250,7 +250,7 @@ int VisualShaderNode::get_expanded_output_port_count() const {
case PORT_TYPE_VECTOR_2D: {
count2 += 2;
} break;
- case PORT_TYPE_VECTOR: {
+ case PORT_TYPE_VECTOR_3D: {
count2 += 3;
} break;
default:
@@ -289,7 +289,7 @@ String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type
return String();
}
-String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
return String();
}
@@ -359,7 +359,7 @@ void VisualShaderNode::_bind_methods() {
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D);
- BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR);
+ BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
@@ -472,7 +472,7 @@ String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader::
return code;
}
-String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
String ret;
if (GDVIRTUAL_CALL(_get_global_code, p_mode, ret)) {
String code = "// " + get_caption() + "\n";
@@ -1088,7 +1088,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n";
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
} break;
default: {
@@ -1485,7 +1485,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
class_name = vsnode->get_script_instance()->get_script()->get_path();
}
if (!r_classes.has(class_name)) {
- global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
+ global_code_per_node += vsnode->generate_global_per_node(get_mode(), node);
for (int i = 0; i < TYPE_MAX; i++) {
global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
}
@@ -1549,7 +1549,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = "dot(" + src_var + ", vec2(0.333333, 0.333333))";
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))";
} break;
default:
@@ -1567,7 +1567,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = "dot(float(" + src_var + "), vec2(0.333333, 0.333333))";
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))";
} break;
default:
@@ -1585,7 +1585,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = "all(bvec2(" + src_var + "))";
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "all(bvec3(" + src_var + "))";
} break;
default:
@@ -1603,7 +1603,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)";
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "vec2(" + src_var + ".xy)";
} break;
default:
@@ -1611,7 +1611,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
}
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
switch (out_type) {
case VisualShaderNode::PORT_TYPE_SCALAR: {
inputs[i] = "vec3(" + src_var + ")";
@@ -1695,7 +1695,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
output_count += 2;
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
output_count += 3;
} break;
default:
@@ -1722,7 +1722,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D:
outputs[i] = "vec2 " + var_name;
break;
- case VisualShaderNode::PORT_TYPE_VECTOR:
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D:
outputs[i] = "vec3 " + var_name;
break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
@@ -1739,7 +1739,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
j += 2;
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
j += 3;
} break;
default:
@@ -1761,7 +1761,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D:
code += " vec2 " + outputs[i] + ";\n";
break;
- case VisualShaderNode::PORT_TYPE_VECTOR:
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D:
code += " vec3 " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
@@ -1778,7 +1778,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
j += 2;
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
j += 3;
} break;
default:
@@ -1822,7 +1822,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
i += 2;
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
if (!new_line_inserted) {
code += "\n";
@@ -2146,7 +2146,11 @@ void VisualShader::_update_shader() const {
global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
global_compute_code += "}\n\n";
- global_compute_code += "vec3 __randv_range(inout uint seed, vec3 from, vec3 to) {\n";
+ global_compute_code += "vec2 __randv2_range(inout uint seed, vec2 from, vec2 to) {\n";
+ global_compute_code += " return vec2(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y));\n";
+ global_compute_code += "}\n\n";
+
+ global_compute_code += "vec3 __randv3_range(inout uint seed, vec3 from, vec3 to) {\n";
global_compute_code += " return vec3(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z));\n";
global_compute_code += "}\n\n";
@@ -2322,17 +2326,17 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Node3D
// Node3D, Vertex
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "instance_custom", "INSTANCE_CUSTOM.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
@@ -2346,15 +2350,15 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
// Node3D, Fragment
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
@@ -2372,18 +2376,18 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
// Node3D, Light
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "backlight", "BACKLIGHT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
@@ -2400,7 +2404,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Canvas Item, Vertex
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
@@ -2409,13 +2413,13 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen", "SCREEN_MATRIX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "instance_custom", "INSTANCE_CUSTOM.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
// Canvas Item, Fragment
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
@@ -2426,41 +2430,41 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "specular_shininess", "SPECULAR_SHININESS.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular_shininess", "SPECULAR_SHININESS.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
// Canvas Item, Light
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_color_alpha", "LIGHT_COLOR.a" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_position", "LIGHT_POSITION" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vertex", "LIGHT_VERTEX" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow", "SHADOW_MODULATE.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "shadow", "SHADOW_MODULATE.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_MODULATE.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular_shininess", "SPECULAR_SHININESS.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular_shininess", "SPECULAR_SHININESS.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
// Particles, Start
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
@@ -2470,13 +2474,13 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Start (Custom)
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
@@ -2486,13 +2490,13 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Process
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
@@ -2502,13 +2506,13 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Process (Custom)
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
@@ -2518,15 +2522,15 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Collide
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "collision_normal", "COLLISION_NORMAL" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
@@ -2539,27 +2543,27 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "eyedir", "EYEDIR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "half_res_color", "HALF_RES_COLOR.rgb" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "half_res_color", "HALF_RES_COLOR.rgb" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light0_color", "LIGHT0_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light0_direction", "LIGHT0_DIRECTION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light1_color", "LIGHT1_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light1_direction", "LIGHT1_DIRECTION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_color", "LIGHT1_COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_direction", "LIGHT1_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light2_color", "LIGHT2_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light2_direction", "LIGHT2_DIRECTION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_color", "LIGHT2_COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_direction", "LIGHT2_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light3_color", "LIGHT3_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light3_direction", "LIGHT3_DIRECTION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_color", "LIGHT3_COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_direction", "LIGHT3_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "position", "POSITION" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
@@ -2568,10 +2572,10 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Fog, Fog
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "world_position", "WORLD_POSITION" },
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "object_position", "OBJECT_POSITION" },
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "uvw", "UVW" },
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "extents", "EXTENTS" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "extents", "EXTENTS" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
@@ -2581,25 +2585,25 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
// Spatial, Vertex
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Spatial, Fragment
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
@@ -2607,8 +2611,8 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
// Spatial, Light
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
@@ -2618,25 +2622,25 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Canvas Item, Fragment
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Canvas Item, Light
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
@@ -2718,7 +2722,7 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T
case PORT_TYPE_VECTOR_2D: {
code = " " + p_output_vars[0] + " = vec2(0.0);\n";
} break;
- case PORT_TYPE_VECTOR: {
+ case PORT_TYPE_VECTOR_3D: {
code = " " + p_output_vars[0] + " = vec3(0.0);\n";
} break;
case PORT_TYPE_BOOLEAN: {
@@ -2960,12 +2964,12 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port
case UniformType::UNIFORM_TYPE_VECTOR2:
return PortType::PORT_TYPE_VECTOR_2D;
case UniformType::UNIFORM_TYPE_VECTOR3:
- return PortType::PORT_TYPE_VECTOR;
+ return PortType::PORT_TYPE_VECTOR_3D;
case UniformType::UNIFORM_TYPE_TRANSFORM:
return PortType::PORT_TYPE_TRANSFORM;
case UniformType::UNIFORM_TYPE_COLOR:
if (p_port == 0) {
- return PortType::PORT_TYPE_VECTOR;
+ return PortType::PORT_TYPE_VECTOR_3D;
} else if (p_port == 1) {
return PORT_TYPE_SCALAR;
}
@@ -3061,11 +3065,11 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_b
case UniformType::UNIFORM_TYPE_VECTOR2:
return PORT_TYPE_VECTOR_2D;
case UniformType::UNIFORM_TYPE_VECTOR3:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case UniformType::UNIFORM_TYPE_TRANSFORM:
return PORT_TYPE_TRANSFORM;
case UniformType::UNIFORM_TYPE_COLOR:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3131,29 +3135,29 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
////////////////////////////////////////////////////////////////////////
// Node3D, Vertex.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_view_matrix", "MODELVIEW_MATRIX" },
////////////////////////////////////////////////////////////////////////
// Node3D, Fragment.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "emission", "EMISSION" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal_map", "NORMAL_MAP" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
@@ -3163,15 +3167,15 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "anisotropy_flow", "ANISOTROPY_FLOW" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "backlight", "BACKLIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor_threshold", "ALPHA_SCISSOR_THRESHOLD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
////////////////////////////////////////////////////////////////////////
// Node3D, Light.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
////////////////////////////////////////////////////////////////////////
@@ -3181,39 +3185,39 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
////////////////////////////////////////////////////////////////////////
// Canvas Item, Fragment.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal_map", "NORMAL_MAP" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vertex", "LIGHT_VERTEX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "shadow_vertex", "SHADOW_VERTEX" },
////////////////////////////////////////////////////////////////////////
// Canvas Item, Light.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
////////////////////////////////////////////////////////////////////////
// Sky, Sky.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "fog", "FOG.rgb" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fog", "FOG.rgb" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "fog_alpha", "FOG.a" },
////////////////////////////////////////////////////////////////////////
// Fog, Fog.
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "density", "DENSITY" },
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "emission", "EMISSION" },
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
@@ -4147,7 +4151,7 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad
case PORT_TYPE_VECTOR_2D:
tk = "vec2(0.0, 0.0)";
break;
- case PORT_TYPE_VECTOR:
+ case PORT_TYPE_VECTOR_3D:
tk = "vec3(0.0, 0.0, 0.0)";
break;
case PORT_TYPE_BOOLEAN:
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index 9f877e08a5..d3b5365893 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -215,7 +215,7 @@ public:
PORT_TYPE_SCALAR,
PORT_TYPE_SCALAR_INT,
PORT_TYPE_VECTOR_2D,
- PORT_TYPE_VECTOR,
+ PORT_TYPE_VECTOR_3D,
PORT_TYPE_BOOLEAN,
PORT_TYPE_TRANSFORM,
PORT_TYPE_SAMPLER,
@@ -275,7 +275,7 @@ public:
virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
- virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
+ virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const;
virtual String generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
// If no output is connected, the output var passed will be empty. If no input is connected and input is NIL, the input var passed will be empty.
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const = 0;
@@ -335,7 +335,7 @@ protected:
void _set_input_port_default_value(int p_port, const Variant &p_value);
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
- virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
+ virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
static void _bind_methods();
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 9a714fd3dd..f2479199ee 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -37,7 +37,7 @@ VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_input_port_
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -49,7 +49,7 @@ VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_output_port
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -291,7 +291,7 @@ int VisualShaderNodeColorConstant::get_input_port_count() const {
}
VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
@@ -303,7 +303,7 @@ int VisualShaderNodeColorConstant::get_output_port_count() const {
}
VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
@@ -426,7 +426,7 @@ int VisualShaderNodeVec3Constant::get_input_port_count() const {
}
VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
@@ -438,7 +438,7 @@ int VisualShaderNodeVec3Constant::get_output_port_count() const {
}
VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
@@ -488,7 +488,7 @@ int VisualShaderNodeTransformConstant::get_input_port_count() const {
}
VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
@@ -591,7 +591,7 @@ VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(
if (p_port == 0 && source == SOURCE_DEPTH) {
return PORT_TYPE_SCALAR;
}
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
@@ -1064,7 +1064,7 @@ int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
}
VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
@@ -1135,7 +1135,7 @@ int VisualShaderNodeSample3D::get_input_port_count() const {
VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 1:
return PORT_TYPE_SCALAR;
case 2:
@@ -1161,7 +1161,7 @@ int VisualShaderNodeSample3D::get_output_port_count() const {
}
VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
@@ -1398,7 +1398,7 @@ int VisualShaderNodeCubemap::get_input_port_count() const {
VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 1:
return PORT_TYPE_SCALAR;
case 2:
@@ -1426,7 +1426,7 @@ int VisualShaderNodeCubemap::get_output_port_count() const {
}
VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
@@ -2020,7 +2020,7 @@ int VisualShaderNodeColorOp::get_input_port_count() const {
}
VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
@@ -2032,7 +2032,7 @@ int VisualShaderNodeColorOp::get_output_port_count() const {
}
VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
@@ -2293,7 +2293,7 @@ int VisualShaderNodeTransformVecMult::get_input_port_count() const {
}
VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
+ return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
@@ -2305,7 +2305,7 @@ int VisualShaderNodeTransformVecMult::get_output_port_count() const {
}
VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
@@ -2815,7 +2815,7 @@ int VisualShaderNodeColorFunc::get_input_port_count() const {
}
VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
@@ -2827,7 +2827,7 @@ int VisualShaderNodeColorFunc::get_output_port_count() const {
}
VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
@@ -3124,7 +3124,7 @@ int VisualShaderNodeDotProduct::get_input_port_count() const {
}
VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
@@ -3258,7 +3258,7 @@ VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_inp
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3278,7 +3278,7 @@ VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_out
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3389,7 +3389,7 @@ VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3418,7 +3418,7 @@ VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3570,7 +3570,7 @@ int VisualShaderNodeOuterProduct::get_input_port_count() const {
}
VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
@@ -3625,10 +3625,10 @@ VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_p
}
break;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
if (p_port == 1) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
break;
default:
@@ -3658,9 +3658,9 @@ VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_
case OP_TYPE_VECTOR_2D_SCALAR:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3757,10 +3757,10 @@ VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_
}
break;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
if (p_port == 2) {
- return PORT_TYPE_VECTOR; // x
+ return PORT_TYPE_VECTOR_3D; // x
}
break;
default:
@@ -3792,9 +3792,9 @@ VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port
case OP_TYPE_VECTOR_2D_SCALAR:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3954,7 +3954,7 @@ VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input
return PORT_TYPE_SCALAR;
}
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
@@ -3974,7 +3974,7 @@ int VisualShaderNodeVectorRefract::get_output_port_count() const {
}
VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
@@ -4011,12 +4011,12 @@ VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_por
}
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
if (p_port == 2) {
break;
}
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -4044,9 +4044,9 @@ VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_po
case OP_TYPE_VECTOR_2D_SCALAR:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -4245,7 +4245,7 @@ int VisualShaderNodeTransformCompose::get_input_port_count() const {
}
VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
@@ -4402,7 +4402,7 @@ int VisualShaderNodeTransformDecompose::get_output_port_count() const {
}
VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
@@ -4933,7 +4933,7 @@ int VisualShaderNodeColorUniform::get_input_port_count() const {
}
VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
@@ -4945,7 +4945,7 @@ int VisualShaderNodeColorUniform::get_output_port_count() const {
}
VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
@@ -5137,7 +5137,7 @@ int VisualShaderNodeVec3Uniform::get_input_port_count() const {
}
VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
@@ -5149,7 +5149,7 @@ int VisualShaderNodeVec3Uniform::get_output_port_count() const {
}
VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
@@ -5237,7 +5237,7 @@ int VisualShaderNodeTransformUniform::get_input_port_count() const {
}
VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
@@ -5358,7 +5358,7 @@ int VisualShaderNodeTextureUniform::get_output_port_count() const {
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 1:
return PORT_TYPE_SCALAR;
case 2:
@@ -5680,7 +5680,7 @@ int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR;
}
@@ -5694,7 +5694,7 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port)
return "";
}
-String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
String code;
code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
@@ -5996,7 +5996,7 @@ VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port)
if (p_port == 0 || p_port == 1 || p_port == 2) {
return PORT_TYPE_SCALAR;
}
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeIf::get_input_port_name(int p_port) const {
@@ -6023,7 +6023,7 @@ int VisualShaderNodeIf::get_output_port_count() const {
}
VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeIf::get_output_port_name(int p_port) const {
@@ -6078,7 +6078,7 @@ VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case OP_TYPE_TRANSFORM:
@@ -6114,7 +6114,7 @@ VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(in
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case OP_TYPE_TRANSFORM:
@@ -6224,15 +6224,15 @@ int VisualShaderNodeFresnel::get_input_port_count() const {
VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 1:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 2:
return PORT_TYPE_BOOLEAN;
case 3:
return PORT_TYPE_SCALAR;
default:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
}
@@ -6418,7 +6418,7 @@ VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(i
case CTYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case CTYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case CTYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case CTYPE_TRANSFORM:
@@ -6670,7 +6670,7 @@ VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_por
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -6697,7 +6697,7 @@ VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_po
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index 5c7a674d34..eeeb91a3ee 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -2136,7 +2136,7 @@ public:
virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
- virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
+ virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
virtual String generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
diff --git a/scene/resources/visual_shader_particle_nodes.cpp b/scene/resources/visual_shader_particle_nodes.cpp
index fbac92a06d..1885211d57 100644
--- a/scene/resources/visual_shader_particle_nodes.cpp
+++ b/scene/resources/visual_shader_particle_nodes.cpp
@@ -39,7 +39,10 @@ int VisualShaderNodeParticleEmitter::get_output_port_count() const {
}
VisualShaderNodeParticleEmitter::PortType VisualShaderNodeParticleEmitter::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ if (mode_2d) {
+ return PORT_TYPE_VECTOR_2D;
+ }
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeParticleEmitter::get_output_port_name(int p_port) const {
@@ -54,6 +57,9 @@ bool VisualShaderNodeParticleEmitter::has_output_port_preview(int p_port) const
}
void VisualShaderNodeParticleEmitter::set_mode_2d(bool p_enabled) {
+ if (mode_2d == p_enabled) {
+ return;
+ }
mode_2d = p_enabled;
emit_changed();
}
@@ -111,7 +117,7 @@ String VisualShaderNodeParticleSphereEmitter::get_input_port_name(int p_port) co
return String();
}
-String VisualShaderNodeParticleSphereEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeParticleSphereEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
String code;
code += "vec2 __get_random_point_in_circle(inout uint seed, float radius, float inner_radius) {\n";
@@ -129,7 +135,7 @@ String VisualShaderNodeParticleSphereEmitter::generate_code(Shader::Mode p_mode,
String code;
if (mode_2d) {
- code += " " + p_output_vars[0] + " = vec3(__get_random_point_in_circle(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + "), 0.0);\n";
+ code += " " + p_output_vars[0] + " = __get_random_point_in_circle(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
} else {
code += " " + p_output_vars[0] + " = __get_random_point_in_sphere(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
}
@@ -154,11 +160,27 @@ int VisualShaderNodeParticleBoxEmitter::get_input_port_count() const {
VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleBoxEmitter::get_input_port_type(int p_port) const {
if (p_port == 0) {
- return PORT_TYPE_VECTOR;
+ if (mode_2d) {
+ return PORT_TYPE_VECTOR_2D;
+ }
+ return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR;
}
+void VisualShaderNodeParticleBoxEmitter::set_mode_2d(bool p_enabled) {
+ if (mode_2d == p_enabled) {
+ return;
+ }
+ if (p_enabled) {
+ set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
+ } else {
+ set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
+ }
+ mode_2d = p_enabled;
+ emit_changed();
+}
+
String VisualShaderNodeParticleBoxEmitter::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "extents";
@@ -166,7 +188,7 @@ String VisualShaderNodeParticleBoxEmitter::get_input_port_name(int p_port) const
return String();
}
-String VisualShaderNodeParticleBoxEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeParticleBoxEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
String code;
code += "vec2 __get_random_point_in_box2d(inout uint seed, vec2 extents) {\n";
@@ -185,7 +207,7 @@ String VisualShaderNodeParticleBoxEmitter::generate_global_per_node(Shader::Mode
String VisualShaderNodeParticleBoxEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
if (mode_2d) {
- code += " " + p_output_vars[0] + " = vec3(__get_random_point_in_box2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ".xy), 0.0);\n";
+ code += " " + p_output_vars[0] + " = __get_random_point_in_box2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n";
} else {
code += " " + p_output_vars[0] + " = __get_random_point_in_box3d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n";
}
@@ -221,7 +243,7 @@ String VisualShaderNodeParticleRingEmitter::get_input_port_name(int p_port) cons
return String();
}
-String VisualShaderNodeParticleRingEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeParticleRingEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
String code;
code += "vec2 __get_random_point_on_ring2d(inout uint seed, float radius, float inner_radius) {\n";
@@ -243,7 +265,7 @@ String VisualShaderNodeParticleRingEmitter::generate_code(Shader::Mode p_mode, V
String code;
if (mode_2d) {
- code = " " + p_output_vars[0] + " = vec3(__get_random_point_on_ring2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + "), 0.0);\n";
+ code = " " + p_output_vars[0] + " = __get_random_point_on_ring2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
} else {
code = " " + p_output_vars[0] + " = __get_random_point_on_ring3d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ");\n";
}
@@ -269,18 +291,24 @@ int VisualShaderNodeParticleMeshEmitter::get_output_port_count() const {
VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleMeshEmitter::get_output_port_type(int p_port) const {
switch (p_port) {
- case 0:
- return PORT_TYPE_VECTOR; // position
- case 1:
- return PORT_TYPE_VECTOR; // normal
- case 2:
- return PORT_TYPE_VECTOR; // color
- case 3:
- return PORT_TYPE_SCALAR; // alpha
- case 4:
- return PORT_TYPE_VECTOR; // uv
- case 5:
- return PORT_TYPE_VECTOR; // uv2
+ case 0: // position
+ if (mode_2d) {
+ return PORT_TYPE_VECTOR_2D;
+ }
+ return PORT_TYPE_VECTOR_3D;
+ case 1: // normal
+ if (mode_2d) {
+ return PORT_TYPE_VECTOR_2D;
+ }
+ return PORT_TYPE_VECTOR_3D;
+ case 2: // color
+ return PORT_TYPE_VECTOR_3D;
+ case 3: // alpha
+ return PORT_TYPE_SCALAR;
+ case 4: // uv
+ return PORT_TYPE_VECTOR_2D;
+ case 5: // uv2
+ return PORT_TYPE_VECTOR_2D;
}
return PORT_TYPE_SCALAR;
}
@@ -341,18 +369,22 @@ String VisualShaderNodeParticleMeshEmitter::generate_global(Shader::Mode p_mode,
return code;
}
-String VisualShaderNodeParticleMeshEmitter::_generate_code(VisualShader::Type p_type, int p_id, const String *p_output_vars, int p_index, const String &p_texture_name, bool p_ignore_mode2d) const {
+String VisualShaderNodeParticleMeshEmitter::_generate_code(VisualShader::Type p_type, int p_id, const String *p_output_vars, int p_index, const String &p_texture_name, PortType p_port_type) const {
String code;
if (is_output_port_connected(p_index)) {
- if (mode_2d && !p_ignore_mode2d) {
- code += " " + p_output_vars[p_index] + " = vec3(";
- code += "texelFetch(";
- code += make_unique_id(p_type, p_id, p_texture_name) + ", ";
- code += "ivec2(__scalar_ibuff, 0), 0).xy, 0.0);\n";
- } else {
- code += " " + p_output_vars[p_index] + " = texelFetch(";
- code += make_unique_id(p_type, p_id, p_texture_name) + ", ";
- code += "ivec2(__scalar_ibuff, 0), 0).xyz;\n";
+ switch (p_port_type) {
+ case PORT_TYPE_VECTOR_2D: {
+ code += vformat(" %s = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0).xy;\n", p_output_vars[p_index], make_unique_id(p_type, p_id, p_texture_name));
+ } break;
+ case PORT_TYPE_VECTOR_3D: {
+ if (mode_2d) {
+ code += vformat(" %s = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0).xy;\n", p_output_vars[p_index], make_unique_id(p_type, p_id, p_texture_name));
+ } else {
+ code += vformat(" %s = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0).xyz;\n", p_output_vars[p_index], make_unique_id(p_type, p_id, p_texture_name));
+ }
+ } break;
+ default:
+ break;
}
}
return code;
@@ -362,27 +394,22 @@ String VisualShaderNodeParticleMeshEmitter::generate_code(Shader::Mode p_mode, V
String code;
code += " __scalar_ibuff = int(__rand_from_seed(__seed) * 65535.0) % " + itos(position_texture->get_width()) + ";\n";
- code += _generate_code(p_type, p_id, p_output_vars, 0, "mesh_vx");
- code += _generate_code(p_type, p_id, p_output_vars, 1, "mesh_nm");
+ code += _generate_code(p_type, p_id, p_output_vars, 0, "mesh_vx", VisualShaderNode::PORT_TYPE_VECTOR_3D);
+ code += _generate_code(p_type, p_id, p_output_vars, 1, "mesh_nm", VisualShaderNode::PORT_TYPE_VECTOR_3D);
if (is_output_port_connected(2) || is_output_port_connected(3)) {
- code += " __vec4_buff = texelFetch(";
- code += make_unique_id(p_type, p_id, "mesh_col") + ", ";
- code += "ivec2(__scalar_ibuff, 0), 0);\n";
+ code += vformat(" __vec4_buff = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0);\n", make_unique_id(p_type, p_id, "mesh_col"));
+
if (is_output_port_connected(2)) {
code += " " + p_output_vars[2] + " = __vec4_buff.rgb;\n";
- } else {
- code += " " + p_output_vars[2] + " = vec3(0.0);\n";
}
if (is_output_port_connected(3)) {
code += " " + p_output_vars[3] + " = __vec4_buff.a;\n";
- } else {
- code += " " + p_output_vars[3] + " = 0.0;\n";
}
}
- code += _generate_code(p_type, p_id, p_output_vars, 4, "mesh_uv", true);
- code += _generate_code(p_type, p_id, p_output_vars, 5, "mesh_uv2", true);
+ code += _generate_code(p_type, p_id, p_output_vars, 4, "mesh_uv", VisualShaderNode::PORT_TYPE_VECTOR_2D);
+ code += _generate_code(p_type, p_id, p_output_vars, 5, "mesh_uv2", VisualShaderNode::PORT_TYPE_VECTOR_2D);
return code;
}
@@ -731,7 +758,7 @@ int VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_count() const {
VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1) { // position, rotation_axis
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR; // angle (degrees/radians)
}
@@ -762,7 +789,7 @@ int VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_count() const {
}
VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_name(int p_port) const {
@@ -815,7 +842,7 @@ int VisualShaderNodeParticleConeVelocity::get_input_port_count() const {
VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_input_port_type(int p_port) const {
if (p_port == 0) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
} else if (p_port == 1) {
return PORT_TYPE_SCALAR;
}
@@ -836,7 +863,7 @@ int VisualShaderNodeParticleConeVelocity::get_output_port_count() const {
}
VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeParticleConeVelocity::get_output_port_name(int p_port) const {
@@ -876,10 +903,11 @@ void VisualShaderNodeParticleRandomness::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeParticleRandomness::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeParticleRandomness::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector"), "set_op_type", "get_op_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
@@ -898,8 +926,13 @@ int VisualShaderNodeParticleRandomness::get_output_port_count() const {
}
VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_output_port_type(int p_port) const {
- if (op_type == OP_TYPE_VECTOR) {
- return PORT_TYPE_VECTOR;
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ default:
+ break;
}
return PORT_TYPE_SCALAR;
}
@@ -913,8 +946,13 @@ int VisualShaderNodeParticleRandomness::get_input_port_count() const {
}
VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_input_port_type(int p_port) const {
- if (op_type == OP_TYPE_VECTOR) {
- return PORT_TYPE_VECTOR;
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ default:
+ break;
}
return PORT_TYPE_SCALAR;
}
@@ -930,10 +968,18 @@ String VisualShaderNodeParticleRandomness::get_input_port_name(int p_port) const
String VisualShaderNodeParticleRandomness::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
- if (op_type == OP_TYPE_SCALAR) {
- code += vformat(" %s = __randf_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
- } else if (op_type == OP_TYPE_VECTOR) {
- code += vformat(" %s = __randv_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
+ switch (op_type) {
+ case OP_TYPE_SCALAR: {
+ code += vformat(" %s = __randf_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
+ } break;
+ case OP_TYPE_VECTOR_2D: {
+ code += vformat(" %s = __randv2_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ code += vformat(" %s = __randv3_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
+ } break;
+ default:
+ break;
}
return code;
}
@@ -943,12 +989,21 @@ void VisualShaderNodeParticleRandomness::set_op_type(OpType p_op_type) {
if (op_type == p_op_type) {
return;
}
- if (p_op_type == OP_TYPE_SCALAR) {
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 1.0);
- } else {
- set_input_port_default_value(0, Vector3(-1.0, -1.0, -1.0));
- set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
+ switch (p_op_type) {
+ case OP_TYPE_SCALAR: {
+ set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
+ set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
+ } break;
+ case OP_TYPE_VECTOR_2D: {
+ set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
+ set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
+ set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
+ } break;
+ default:
+ break;
}
op_type = p_op_type;
emit_changed();
@@ -963,7 +1018,7 @@ bool VisualShaderNodeParticleRandomness::has_output_port_preview(int p_port) con
}
VisualShaderNodeParticleRandomness::VisualShaderNodeParticleRandomness() {
- set_input_port_default_value(0, 0.0);
+ set_input_port_default_value(0, -1.0);
set_input_port_default_value(1, 1.0);
}
@@ -996,7 +1051,7 @@ int VisualShaderNodeParticleAccelerator::get_output_port_count() const {
}
VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeParticleAccelerator::get_output_port_name(int p_port) const {
@@ -1009,11 +1064,11 @@ int VisualShaderNodeParticleAccelerator::get_input_port_count() const {
VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_input_port_type(int p_port) const {
if (p_port == 0) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
} else if (p_port == 1) {
return PORT_TYPE_SCALAR;
} else if (p_port == 2) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR;
}
@@ -1106,19 +1161,19 @@ VisualShaderNodeParticleOutput::PortType VisualShaderNodeParticleOutput::get_inp
switch (p_port) {
case 0:
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
- return PORT_TYPE_VECTOR; // custom.rgb
+ return PORT_TYPE_VECTOR_3D; // custom.rgb
}
return PORT_TYPE_BOOLEAN; // active
case 1:
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
break; // custom.a (scalar)
}
- return PORT_TYPE_VECTOR; // velocity
+ return PORT_TYPE_VECTOR_3D; // velocity
case 2:
- return PORT_TYPE_VECTOR; // color & velocity
+ return PORT_TYPE_VECTOR_3D; // color & velocity
case 3:
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
- return PORT_TYPE_VECTOR; // color
+ return PORT_TYPE_VECTOR_3D; // color
}
break; // alpha (scalar)
case 4:
@@ -1131,18 +1186,18 @@ VisualShaderNodeParticleOutput::PortType VisualShaderNodeParticleOutput::get_inp
if (shader_type == VisualShader::TYPE_COLLIDE) {
return PORT_TYPE_TRANSFORM; // transform
}
- return PORT_TYPE_VECTOR; // position
+ return PORT_TYPE_VECTOR_3D; // position
case 5:
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
return PORT_TYPE_TRANSFORM; // transform
}
if (shader_type == VisualShader::TYPE_PROCESS) {
- return PORT_TYPE_VECTOR; // rotation_axis
+ return PORT_TYPE_VECTOR_3D; // rotation_axis
}
break; // scale (scalar)
case 6:
if (shader_type == VisualShader::TYPE_START) {
- return PORT_TYPE_VECTOR; // rotation_axis
+ return PORT_TYPE_VECTOR_3D; // rotation_axis
}
break;
case 7:
@@ -1372,13 +1427,13 @@ VisualShaderNodeParticleEmit::PortType VisualShaderNodeParticleEmit::get_input_p
case 1:
return PORT_TYPE_TRANSFORM;
case 2:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 3:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 4:
return PORT_TYPE_SCALAR;
case 5:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 6:
return PORT_TYPE_SCALAR;
}
diff --git a/scene/resources/visual_shader_particle_nodes.h b/scene/resources/visual_shader_particle_nodes.h
index ce0d896c01..0b91cba5e0 100644
--- a/scene/resources/visual_shader_particle_nodes.h
+++ b/scene/resources/visual_shader_particle_nodes.h
@@ -48,7 +48,7 @@ public:
virtual String get_output_port_name(int p_port) const override;
virtual bool has_output_port_preview(int p_port) const override;
- void set_mode_2d(bool p_enabled);
+ virtual void set_mode_2d(bool p_enabled);
bool is_mode_2d() const;
Vector<StringName> get_editable_properties() const override;
@@ -68,7 +68,7 @@ public:
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
- virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
+ virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeParticleSphereEmitter();
@@ -83,8 +83,9 @@ public:
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
+ virtual void set_mode_2d(bool p_enabled) override;
- virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
+ virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeParticleBoxEmitter();
@@ -100,7 +101,7 @@ public:
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
- virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
+ virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeParticleRingEmitter();
@@ -118,7 +119,7 @@ class VisualShaderNodeParticleMeshEmitter : public VisualShaderNodeParticleEmitt
Ref<ImageTexture> uv_texture;
Ref<ImageTexture> uv2_texture;
- String _generate_code(VisualShader::Type p_type, int p_id, const String *p_output_vars, int p_index, const String &p_texture_name, bool p_ignore_mode2d = false) const;
+ String _generate_code(VisualShader::Type p_type, int p_id, const String *p_output_vars, int p_index, const String &p_texture_name, PortType p_port_type) const;
void _update_texture(const Vector<Vector2> &p_array, Ref<ImageTexture> &r_texture);
void _update_texture(const Vector<Vector3> &p_array, Ref<ImageTexture> &r_texture);
@@ -213,7 +214,8 @@ class VisualShaderNodeParticleRandomness : public VisualShaderNode {
public:
enum OpType {
OP_TYPE_SCALAR,
- OP_TYPE_VECTOR,
+ OP_TYPE_VECTOR_2D,
+ OP_TYPE_VECTOR_3D,
OP_TYPE_MAX,
};
diff --git a/scene/resources/visual_shader_sdf_nodes.cpp b/scene/resources/visual_shader_sdf_nodes.cpp
index 6654e2319b..cbd3ebd83b 100644
--- a/scene/resources/visual_shader_sdf_nodes.cpp
+++ b/scene/resources/visual_shader_sdf_nodes.cpp
@@ -41,7 +41,7 @@ int VisualShaderNodeSDFToScreenUV::get_input_port_count() const {
}
VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeSDFToScreenUV::get_input_port_name(int p_port) const {
@@ -53,7 +53,7 @@ int VisualShaderNodeSDFToScreenUV::get_output_port_count() const {
}
VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
@@ -61,7 +61,7 @@ String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
}
String VisualShaderNodeSDFToScreenUV::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return " " + p_output_vars[0] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+ return " " + p_output_vars[0] + " = sdf_to_screen_uv(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n";
}
VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() {
@@ -78,7 +78,7 @@ int VisualShaderNodeScreenUVToSDF::get_input_port_count() const {
}
VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeScreenUVToSDF::get_input_port_name(int p_port) const {
@@ -90,7 +90,7 @@ int VisualShaderNodeScreenUVToSDF::get_output_port_count() const {
}
VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeScreenUVToSDF::get_output_port_name(int p_port) const {
@@ -105,7 +105,7 @@ bool VisualShaderNodeScreenUVToSDF::is_input_port_default(int p_port, Shader::Mo
}
String VisualShaderNodeScreenUVToSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return " " + p_output_vars[0] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+ return " " + p_output_vars[0] + " = screen_uv_to_sdf(" + (p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0]) + ");\n";
}
VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() {
@@ -122,7 +122,7 @@ int VisualShaderNodeTextureSDF::get_input_port_count() const {
}
VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeTextureSDF::get_input_port_name(int p_port) const {
@@ -142,7 +142,7 @@ String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const {
}
String VisualShaderNodeTextureSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return " " + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n";
+ return " " + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n";
}
VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() {
@@ -159,7 +159,7 @@ int VisualShaderNodeTextureSDFNormal::get_input_port_count() const {
}
VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeTextureSDFNormal::get_input_port_name(int p_port) const {
@@ -171,7 +171,7 @@ int VisualShaderNodeTextureSDFNormal::get_output_port_count() const {
}
VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const {
@@ -179,7 +179,7 @@ String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const
}
String VisualShaderNodeTextureSDFNormal::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return " " + p_output_vars[0] + " = vec3(texture_sdf_normal(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+ return " " + p_output_vars[0] + " = texture_sdf_normal(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n";
}
VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() {
@@ -197,7 +197,7 @@ int VisualShaderNodeSDFRaymarch::get_input_port_count() const {
VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
return PORT_TYPE_SCALAR;
}
@@ -221,7 +221,7 @@ VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_output_po
} else if (p_port == 1) {
return PORT_TYPE_BOOLEAN;
} else if (p_port == 2) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
return PORT_TYPE_SCALAR;
}
@@ -245,13 +245,13 @@ String VisualShaderNodeSDFRaymarch::generate_code(Shader::Mode p_mode, VisualSha
if (p_input_vars[0].is_empty()) {
code += " vec2 __from_pos = vec2(0.0f);\n";
} else {
- code += " vec2 __from_pos = " + p_input_vars[0] + ".xy;\n";
+ code += " vec2 __from_pos = " + p_input_vars[0] + ";\n";
}
if (p_input_vars[1].is_empty()) {
code += " vec2 __to_pos = vec2(0.0f);\n";
} else {
- code += " vec2 __to_pos = " + p_input_vars[1] + ".xy;\n";
+ code += " vec2 __to_pos = " + p_input_vars[1] + ";\n";
}
code += "\n vec2 __at = __from_pos;\n";
@@ -271,7 +271,7 @@ String VisualShaderNodeSDFRaymarch::generate_code(Shader::Mode p_mode, VisualSha
code += " float __dist = min(__max_dist, __accum);\n";
code += " " + p_output_vars[0] + " = __dist;\n";
code += " " + p_output_vars[1] + " = __accum < __max_dist;\n";
- code += " " + p_output_vars[2] + " = vec3(__from_pos + __dir * __dist, 0.0f);\n";
+ code += " " + p_output_vars[2] + " = __from_pos + __dir * __dist;\n";
code += " }\n";